Video summary

Complete Damage Guide - Path of Exile 2

Main summary

Key takeaways

Educational

Main ideas / concepts

  • Your actual damage output is determined by multiple layers of calculations for both attacks and spells.
  • Attacks primarily scale from weapon damage, while spells have their own explicit base damage (not derived from weapon damage in the same way).
  • Damage types can be added (e.g., elemental/chaos) alongside physical (or other base types).
  • Damage conversion happens in two steps, then you apply:
    • increased/decreased modifiers
    • more/less multipliers
    • then critical strike calculations
  • Crits are chance-based, but crit damage acts as a multiplicative “final” step that can scale further with “crit bonus” type stats.
  • If conversion exceeds 100% in a step, the game normalizes down to a total of 100%.

Damage calculation breakdown (methodology)

1) Start with Attacks (weapon-based core damage)

  • Core scaling: Most attacks scale from weapon core damage.
  • Attack percentage modifier: Attacks typically deal ~50% to 150% of weapon core damage as an initial range (with edge cases outside that).
  • Key flat-damage sources that add into weapon/core damage:
    • Local modifiers (typically on weapons)
      • Often worded like: “Adds X [damage type] to attacks”
      • Their values appear in the weapon tooltip and directly increase the weapon’s relevant damage contribution.
    • Non-local flat damage to attacks (often on rings/gloves)
      • Often worded like: “Adds X [damage type] to attacks” but applied globally/non-locally.
      • These add their flat damage into the same core attack damage pool before later math.
  • Multi-damage-type attacks: An attack can deal multiple types simultaneously, e.g.:
    • The ability’s base damage (often physical/core ability damage)
    • Plus extra granted damage types from mods (e.g., +4 fire damage)

2) Start with Spells (spell-based base damage)

  • Spells don’t generally take their base damage from the weapon core damage.
  • Instead, the spell itself defines base damage explicitly.
  • Spells can also add multiple damage types, conceptually mirrored from attacks:
    • Base spell damage type(s)
    • Plus any extra damage granted by “adds X damage” effects

3) Damage conversion (two-step process)

Conversion occurs in two distinct steps, both resolved “all at once” as a batch before later modifiers.

Step A: Skill-based conversion

  • Comes from the skill/ability context and conversion rules such as:
    • “Converts [amount/type] physical damage dealt to [another type]”
  • Example structure (narrative math):
    • Start: 100 physical
    • Add flat elemental (from gear): +10 fire
    • Conversion changes the physical portion into another type (example outcome):
      • 60 physical / 40 lightning
    • Fire stays as extra flat damage: +10 fire

Step B: Modifier-based “gain” conversion

  • Triggered by passives/armor/gear that:
    • convert portions of elemental damage into other types, and/or
    • add chaos from conversion outputs
  • Example structure (narrative math):
    • Armor converts: 50% elemental → cold
    • Another modifier “gives” 10% of chaos damage
    • Example outcome:
      • Lightning reduced because part converts to cold:
        • 20 lightning remains
        • 5 fire remains
        • 25 cold is produced
    • Then chaos is gained from the relevant core pool:
      • 10% chaos → 11 chaos (per the example’s totals)

Over-conversion normalization rule

  • If conversion in either step totals more than 100%, values are normalized so the maximum sum is 100%.
    • Example (conceptual):

      • If you have:

        • 100% physical → chaos
        • 50% physical → fire
        • 50% physical → cold (total = 200%)
      • The result normalizes to:

        • 50% chaos / 25% fire / 25% cold
      • Within each step, there’s no looping; conversion is applied as one combined calculation.

4) Apply increased / decreased modifiers (first modifier bucket)

  • After conversion, you enter a bucket of increased and decreased modifiers.
  • Two categories: 1) Increased based on projectile/area/other qualifiers - Example: “+10% increased damage with projectiles” - Applies only when the ability’s mechanics qualify (projectile vs AOE). - If an ability has multiple stages (e.g., projectile then explosion): - projectile modifiers generally apply to projectile damage - AOE modifiers apply to AOE damage - any AOE derived from projectile is unclear 2) Increased based on damage type - Example: “+10% increased physical damage” - All matching “increased/decreased” modifiers add together into one sum.
  • The resulting increased/decreased total is applied to each qualifying damage type.

Important takeaway:

  • All increased/decreased modifiers are added together first, then applied.

5) Apply more / less modifiers (multiplicative buckets)

  • Next come more/less modifiers, which are multiplicative, not additive.
  • They behave like:
    • “Deal X% more [damage type]”
    • “Deal Y% less [range/projectile/etc]”
  • The example emphasizes stacking multiple multipliers:
    • Apply one “more,” then apply another “more” when it qualifies.
  • Key takeaway:
    • Even small “more” values can be far stronger than comparable “increased” because they are separate multiplicative pools.

6) Apply critical strikes

Crit chance

  • Comes from:
    • weapon crit chance (for attacks)
    • spell crit chance (for spells)
  • Can be modified by percent crit chance sources:
    • treated as additive (e.g., base 10% + another 10% = 20%)

Crit damage multiplier

  • Treated as another multiplicative step at the end.
  • Crits use a crit bonus multiplier (example described as “2x baseline,” then scaled).
  • Crit bonus scaling:
    • “Crit damage bonus” stats increase the crit multiplier beyond 2x.
    • Example: 50% crit bonus → 2.5x instead of 2x.
  • The crit multiplier applies to the whole damage result, affecting all damage types produced in that chain.

Speakers / sources featured

  • No other named speakers or sources are identified in the provided subtitles.
  • Speaker: an unnamed YouTube narrator/creator (the person giving the guide).

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