- Physical Damage Converted To Fire Damage Poem
- Poe Physical Damage Recipe
- Poe Converted Damage
- Poe Physical Damage
- Added Fire Damage Poe
- Physical Damage Converted To Fire Damage Poems
Grants more melee physical damage for Double Strike. This support also increases the amount of damage inflicted bleeds and poisons do. Molten Strike An area of effect, melee attack that launches molten projectile balls at enemies. 50% of physical damage is converted to fire damage. Grants more melee physical damage for Molten Strike. It doesnt increase non-physical originating fire damage. Like if you had a 100 phys damage on spell, now its 100 fire damage. You get an item that says +20 fire damage to spells. That 20 fire damage to spells doesnt get the 40% global physical damage, only your original 100 phys damage to spells does. The only time it matters when you go over 100% conversion is when you are converting multiple damage types. The relative conversion percentages are used to determine the ratio that conversion is split between two or more types. This is covered in the Damage Conversion page on the wiki. Your damage would be 100 + 100 = 200 phys damage converted to 200 fire damage. Which then gets fire damage bonus and becomes 200 + 200 = 400 fire damage. So if you were to instead have no conversion and get 200% inc phys damage instead, it would be 100 + (200% of 100) = 300. Is my understanding correct? #% of Physical Damage Converted to Cold Damage #% of Physical Damage Converted to Fire Damage #% of Physical Damage Converted to Lightning Damage @@ -62,7 +62,7 @@ Adds # to # Chaos Damage +# to Maximum Power Charges: Minions deal #% increased Damage #% increased Movement Speed: Grants Level # Projectile Weakness Skill: Grants Level # Sniper's.
Introduction
Welcome to the guide exile. In this guide we are going to be going in depth on Damage Conversion, how it works and why it is so powerful. Viewer beware, this video will be full of calculations and numbers! So rev up those brains! Or calculators.
Damage Conversion
In Path of Exile there are many different sources and types of damage that we can deal. Because of this, there are many ways to scale damage, and it is not all that clear. One of the biggest confusions comes from Damage Conversion and how it works. Damage Conversion is when we take a percentage of one damage type and convert it to another damage type. There are actually two type of Damage Conversion, these are: Added As and Converted To.
The difference between the two is that, Converted To replaces the original damage with a new type, while Added As preserves the original base damage and adds the converted damage to the total. These two forms will not conflict with each other. Both will work as long as you have the original base that the damage type converts from.
However, for both types of conversion, the following is true:
- Conversion is done before any modifiers are applied to the damage.
- Converted damage is affected by the modifiers that the damage was converted from and the new type that it is.
It is the second note there that really makes Conversion powerful, as you are able to make use of more scalars from the passive tree, gems or gear! On top of this, you can also fully convert from physical to a single element to gain the benefits of elemental penetration! This is what I do in my Cold Conversion Spectral Throw build! Now let’s take a look at each type of conversion to see how they work.
Note: Converted damage differs from flat sources of added damage, such as from Herald of Ice, where that damage is just added to the base total as is, and is only scaled by modifiers to its elemental type, not by a weapon’s base damage. However, sources of flat damage can also be converted as we will see later.
Added As Conversion
First we will take a look at the simplest of the conversion types: Added As. Added As preserves the original base damage and adds the converted damage to the total. This type of conversion is not bound and has no ceiling (meaning you can have more than 100% of a damage type added as). There is also no limit on how many sources of Added As conversion you may have.
Example 1
For an example, let’s say we have the following:
Base
- Physical: 100
Added As
- Hatred which adds 36% of Physical Damage as Cold Damage
- Added Fire which adds 44% of Physical Damage as Fire Damage
- Herald of Ash which adds 15% of your Physical Damage as Fire Damage
We will have the following final damage values:
Physical: 100
Cold: 100 * .36 = 36
Fire: 100 * (.44 + .15) = 100 * .59 = 59
Total = 100 + 36 + 59 = 195 Damage
Cold: 100 * .36 = 36
Fire: 100 * (.44 + .15) = 100 * .59 = 59
Total = 100 + 36 + 59 = 195 Damage
As you can see, we are purely gaining damage on top of our base damage. This is why many people make use of: Hatred and Herald of Ash, as getting a better physical weapon or picking up a physical weapon damage node in the tree will not only increase your base physical damage, but also your added as damage from physical sources! Other powerful examples for added as conversion builds include items such as Atziri’s Promise, which gains damage from the physical and converted elemental damage!
Example 2
Now let’s take a look at an example of Added As Conversion that also has a source of flat elemental damage, and various increased modifiers:
New Base
- Physical: 100
- Cold: 50
Added As
- Hatred which adds 36% of Physical Damage as Cold Damage
- Added Fire which adds 44% of Physical Damage as Fire Damage
- Herald of Ash which adds 15% of your Physical Damage as Fire Damage
Modifiers
- 100% Increased Physical Damage
- 50% Increased Cold Damage
- 30% Increased Elemental Damage
These modifiers will always be applied once after the conversion, resulting in the following modifications to our damage: (Remember that the flat source of elemental damage will only benefit from modifiers to its base type)
New Bases (After Conversions)
Physical: 100
Converted Cold: 100 * .36 = 36
Flat Cold: 50
Converted Fire: 100 * (.44 + .15) = 100 * .59 = 5
Physical: 100
Converted Cold: 100 * .36 = 36
Flat Cold: 50
Converted Fire: 100 * (.44 + .15) = 100 * .59 = 5
Now to apply modifiers:
Physical: 100 * (1 + 1) = 200
Converted Cold: 36 * (1 + 1 + .5 + .3) = 36 * 2.8 = 100.8
Flat Cold: 50 * (1 + .5 + .3) = 90
Total Cold= 100.8 + 90 = 190.8
Fire: 59 * (1 + 1 + .3) = 59 * 2.3 = 135.7
Physical: 100 * (1 + 1) = 200
Converted Cold: 36 * (1 + 1 + .5 + .3) = 36 * 2.8 = 100.8
Flat Cold: 50 * (1 + .5 + .3) = 90
Total Cold= 100.8 + 90 = 190.8
Fire: 59 * (1 + 1 + .3) = 59 * 2.3 = 135.7
As you can see, we apply the corresponding modifiers to damage sources based on their current, and previous damage types that they were, prior to conversions. As you can see in the Cold calculation, we only apply the physical modifiers to the cold damage that was converted from physical to cold, and the elemental modifiers to both the converted and flat damage.
Physical Damage Converted To Fire Damage Poem
Now that we have a feeling for the way Added As Conversion works and how Flat damage sources pair in, let’s take a look at Converted To.
Converted To Conversion
Converted To, converts the original base damage into a new damage type and then replaces it.
Damage can also only be converted to in the following order:
Physical → Lightning → Cold → Fire → Chaos
Physical → Lightning → Cold → Fire → Chaos
Types of damage may be skipped, such as with the Hrimsorrow Gloves with Physical to Cold, but you may never go in the reverse direction. This avoids feedback loops and makes conversion deterministic. Again, the most powerful part of both conversion types, but especially in Converting To, is that converted damage is affected by the modifiers that the damage was converted from and the new type that it is. This means that if you convert to all the way down the chain to Chaos, the Chaos damage gained through conversion, will benefit from modifiers to Physical, Lightning, Cold, Fire and Chaos! Of course, performing this specific conversion is almost impossible and very difficult to make work. However, there are many other 100% conversions where you can make make full use of all possible modifiers and elemental penetrations for that converted damage type, granting you many scaling options.
Now, Converted To damage cannot exceed 100%. If you are to have more than 100% conversion to, it will scale the conversions to equal a total of 100%. Skill Gems that convert damage will take priority in this situation, and remain at their set conversion. Only conversions from the passive tree and gear will be scaled to meet the 100% conversion.
Example 1
For a simple converted to example, say that we are using the following:
- Lightning Arrow which converts 50% of Physical Damage to Lightning Damage
- Hrimsorrow Gloves which converts 50% of Physical Damage to Cold Damage
- Blackgleam which converts 50% of Physical Damage to Fire Damage
We have a total of 150% converted damage. This is of course too much and must be scaled down to 100%. The Lightning Arrow skill gem conversion remains at 50%, meaning that the Cold and Fire conversions from gear must be scaled.
We first must take away the set Skill Gem conversions from our total: 100% – 50% = 50%
There is 50% conversion remaining to be divied up between Cold and Fire.
Multiplying their conversion value against the percentage of conversion remaining give us the final conversion numbers:
Cold conversion: 50 * 50% = 50 * .5 = 25%
Fire conversion: 50 * 50% = 50 * .5 = 25%
Fire conversion: 50 * 50% = 50 * .5 = 25%
In final, we have:
50% Lightning
25% Cold
25% Fire
0% Physical (since it was all converted)
50% Lightning
25% Cold
25% Fire
0% Physical (since it was all converted)
Example 2
If we take the same example, but also use the Physical to Lightning support gem, we will have another 50% of Physical Damage Converted to Lightning Damage.
- Lightning Arrow which converts 50% of our Physical Damage to Lightning Damage
- Physical to Lightning which converts 50% of our Physical Damage to Lightning Damage
- Hrimsorrow Gloves which convert 50% of our Physical Damage to Cold Damage
- Blackgleam which converts 50% of our Physical Damage to Fire Damage
We now have two gems that cannot scale and their total equals 100% conversion. This means that any other conversions towill be ignored. This makes the conversions from the Hrimsorrow Gloves and Blackgleam inert.
Of course, with Converted To damage, we can still make use of Added As conversions, even if we have 100% of our damage Converted To a different element. This is because all conversion calculations are done before the base damage source is converted to its final damage. To expand on this, let’s take a look at a final, complicated example. I hope you brought your calculators!
A Complicated Example
Let’s take a look at a complex example that makes use of multiple converted to & added as conversions, as well as flat damage, increased and more modifiers! Of course, this example will not be efficient, but will try and example how these conversions interact and are calculated.
Poe Physical Damage Recipe
Damage Sources & Modifiers
Damage Bases
Physical: 100
Cold: 50
Lightning: 30
Physical: 100
Cold: 50
Lightning: 30
Converted To
Skill Gems:
Skill Gems:
- Lightning Arrow which converts 50% of our Physical Damage to Lightning Damage
- Cold to Fire which converts 50% of our Cold Damage to Fire Damage
Gear:
- Hrimsorrow Gloves which convert 50% of our Physical Damage to Cold Damage
- Blackgleam which converts 50% of our Physical Damage to Fire Damage
Added As
- Hatred which adds 36% of Physical Damage as Cold Damage
- Added Fire which adds 44% of Physical Damage as Fire Damage
- Herald of Ash which adds 15% of your Physical Damage as Fire Damage
- Cold to Fire which adds 29% of Cold Damage as Fire Damage
Modifiers
Increased:
Increased:
- 100% Increased Physical Damage
- 150% Increased Cold Damage
- 50% Increased Fire Damage
- 200% Increased Lightning Damage
More:
- 54% More Elemental Damage
- 49% More Physical Damage
Damage Calculations
Alright, now that is a lot of information! As before, let’s first get the Conversion To percentages:
We are using the same Convert To’s as in our original example, plus a new one Cold to Fire. So we have the following:
Physical Conversion:
50% Lightning
25% Cold
25% Fire
50% Lightning
25% Cold
25% Fire
Cold Conversion:
50% Fire
50% Fire
Now we can break it down by damage type. Let’s go in order from least complicated to most complicated:
Physical
Since we convert all of our Physical Damage, we will perform an impressive total of 0 physical damage! Pretty simple so far!
Lightning
Lightning only has a simple conversion to and flat lightning base.
Lightning only has a simple conversion to and flat lightning base.
- Complete Conversions to get bases:
Physical to Lightning: 100 * .50 = 50
Physical to Lightning Converted Base: 50
Flat Base: 30
Flat Base: 30
- Apply Modifiers – Add Increased modifiers together & multiply all by More modifiers
- Converted Damage
Again, this will benefit from all damage type modifiers it was and now is:
Final Physical to Lightning Converted: 50 * (1 + 1 + 2 ) * (1.54) * (1.49) = 459
- Flat Damage
This damage will only benefit from the damage type that it is:
Final Flat: 30 * (1 + 2) * (1.54) = 139
Final Flat: 30 * (1 + 2) * (1.54) = 139
- Calculate Total
Total Lightning: 459 + 139 = 598
Cold
Cold is a bit more complicated, as we now have added as conversions and it is in the middle of a conversion chain!
Cold is a bit more complicated, as we now have added as conversions and it is in the middle of a conversion chain!
- Complete Conversions to get bases:
Physical to Cold: 100 * .25 = 25
Physical added as Cold: 100 * .36 = 36
Physical added as Cold: 100 * .36 = 36
Total Physical to Cold Converted: 61
Total Flat: 50
Total Flat: 50
Now we have to get the remaining Cold damage after the 50% conversion to Fire:
Converted Physical to Cold Base: 61 * .5 = 30.5
Flat Base: 50 * .5 = 25
Flat Base: 50 * .5 = 25
- Apply Modifiers – Add Increased modifiers together & multiply all by More modifiers
- Converted Damage
Again, this will benefit from all damage type modifiers it was and now is:
Final Physical to Cold Converted: 30.5 * (1 + 1 + 1.5 ) * (1.54) * (1.49) = 245
- Flat Damage
This damage will only benefit from the damage type that it is:
Final Flat: 25 * (1 + 1.5) * (1.54) = 96.25
Final Flat: 25 * (1 + 1.5) * (1.54) = 96.25
- Calculate Total
Total Cold: 245 + 96.25 = 341.25
Fire
Finally, we have Fire, which is the most complicated. Here we not only have added as conversions, but multiple different sourced converted to’s!
Finally, we have Fire, which is the most complicated. Here we not only have added as conversions, but multiple different sourced converted to’s!
- Complete Conversions to get bases:
Physical to Fire: 100 * .25 = 25
Physical added as Fire: 100 * (.44 + .15) = 59
Physical added as Fire: 100 * (.44 + .15) = 59
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Due to the Cold to Fire Gem, we can take information we gained from our Cold Conversions to get our values here:
Cold to Fire:
Physical To Cold To Fire: 61 * (.5 + .29) = 48
Cold to Fire: 50 * (.5 + .29) = 39.5
Physical To Cold To Fire: 61 * (.5 + .29) = 48
Cold to Fire: 50 * (.5 + .29) = 39.5
Physical To Fire Converted Base: 25 + 59 = 84
Physical to Cold To Fire Converted Base: 48
Cold To Fire Base: 39.5
Physical to Cold To Fire Converted Base: 48
Cold To Fire Base: 39.5
- Apply Modifiers – Add Increased modifiers together & multiply all by More modifiers
- Converted Damage(s)
Again, these will benefit from all damage type modifiers they were and now are:
Final Physical to Fire Converted: 84 * (1 + 1 + .5) * (1.54) * (1.49) = 482
Final Physical to Cold To Fire Conv: 48 * (1 + 1 + .5 + 1.5) * (1.54) * (1.49) = 440
Final Cold To Fire: 39.5 * (1 + 1.5 + .5) * (1.54) = 182
Final Physical to Cold To Fire Conv: 48 * (1 + 1 + .5 + 1.5) * (1.54) * (1.49) = 440
Final Cold To Fire: 39.5 * (1 + 1.5 + .5) * (1.54) = 182
- Calculate Total
Total Fire: 482 + 440 + 182 = 1,104
Now that we have calculated all of the parts of the damage, here are the final values in comparison to the original values!
Damage Table
Poe Converted Damage
Original Damage | Final Damage | |
Physical | 100 | 0 |
Cold | 50 | 341.25 |
Fire | 0 | 1,104 |
Lightning | 30 | 598 |
As you can see, we removed one damage type, added a new one and scaled all of them!
Conclusion
Poe Physical Damage
Congratulations! You have made it through another numbers lecture! There is truly a lot of hidden and complicated sourcing going on for your damage types, along with many different ways to scale it, which becomes very confusing. However, I hope that this guide, along with its examples, has shed some light on how the basics of damage conversions work, and why they are so powerful! Now with this information in hand, maybe you can plan your own conversion build! Thanks for watching, and I’ll see you in the next one exile.
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Added Fire Damage Poe
Hi, I'm new to PoE and learning still. I'm curious how 'Every 10 seconds, gain 100% of Physical Damage as Extra Fire Damage for 4 seconds' works exactly? When I hover over the skill that I'm using (vigilant strike) and it states; 10447 to 17062 Fire Damage 358 to 584 Physical Damage Does that mean, every 4 seconds I get +358 to 584 fire damage added for 10 seconds? Doesn't seem very good if that's true. I read that the conversion happens last so is it calculated differently? If it is calculated that way, is it in my interest to not spec into nodes that convert physical damage into fire, to maximise this Ascendancy passive? Thanks. Last bumped on Oct 26, 2020, 10:12:45 PM | Posted by sagatob on Oct 26, 2020, 9:12:25 PM |
In general, damage conversion is computed in the most beneficial way possible. For 'gain 100% of phys damage as extra fire damage', this means that your it computes 100% of your PRE CONVERSION phys damage, adds it as fire damage, THEN converts the phys to fire. Players have been abusing this for a while now. Convert 100% of phys to lightning, convert 100% of lightning to cold, 100% of the cold to fire. Wield an item with 10% of non chaos damage added as chaos. It adds 10% of the phys, 10% of the lightning, 10% of the cold, and 10% of the fire damage as chaos damage, effectively added 40% chaos. | Posted by Odif on Oct 26, 2020, 9:40:33 PM |
Open your character offense tab and select a skill. You should see the bonus toggle on and off. Guild Leader The Amazon Basin <BASIN> Play Nice and Show Some Class www.theamazonbasin.com | Posted by mark1030 on Oct 26, 2020, 9:40:36 PM |
Posted by sagatob on Oct 26, 2020, 10:12:45 PM |