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Damage

Hitting things, scientifically.

Every hit carries damage of one or more types. Each type is grown by general damage bonuses and by its own, and each is stopped by its own defence.

TypeGrown byStopped by
PhysicalDamage, Physical DamageArmour
FireDamage, Fire DamageFire Resistance
WaterDamage, Water DamageWater Resistance
AirDamage, Air DamageAir Resistance
EarthDamage, Earth DamageEarth Resistance
RotDamage, Rot DamageRot Resistance

How bonuses add up

Bonuses come in three kinds, and the difference matters a lot:

  • Flat bonuses ("+5 Damage") add to the base.
  • Increased bonuses ("20% increased Fire Damage") all add together first, then multiply once.
  • More bonuses ("10% more Damage") each multiply on their own. They are rarer and much stronger.

So a hit is (base + flat) × (1 + every increased added up) × (1 + each more), one after another. Two bonuses of 50% increased make 100% increased, double. Two bonuses of 50% more make 125% more, more than double. Hoard the more.

A skill's tags count too: an area skill also gets your area damage bonuses, a projectile your projectile ones.

Conversion

Some skills and relics turn one damage type into another, like Granny's Slippers turning Earth into Air.

  • The skill converts first, then your gear converts what is left.
  • If it all adds up to more than 100%, everything is scaled down to fit.
  • Damage converts only once.
  • After converting, damage is grown only by its new type's bonuses, and it meets its new type's defence.