Providing an overview of the damage formulas used in the game. State: S6
Damage for Physical Attackers
Initial formula from this Google Doc, adjusted for Season 6.
Experimentally updated for new flat physical calculations. To be verified.
Ignoring Monster Physical Damage Reduction, since unknown. Not considering additive Elemental.
Season 6 Physical Attacker Formula
Base Damage in this context is the initial value that gets multiplied by all the other modifiers.
Your weapons base damage is the value in white brackets on your weapon.
Enhanced Damage is the sum of the weapons enhanced damage with all the enhanced damage from other gear pieces except the other weapons, if dualwielding.
Flat Physical is the sum of all flat physical damage from gear and skills.
Your sources of Attack Damage are Strength (1% per point), stats on gear and skills.
Armor Break increases the physical damage enemies take. The most common source of Armor Break is Crushing Blow, which provides a 10% increase per stack, up to a maximum of 5 stacks. Additional sources of Armor Break are additive to the Crushing Blow effect.
Deadly Blows deal 50% increased physical damage
Critical Strikes deal more damage based on your Critical Strike Damage. Critical Strike Chance cap is 95%
Extra Damage is a multiplier for the damage you deal to enemies with certain debuffs. The debuffs are Bleeding, Burning, Poisoned, Stunned, (Deep) Frozen and Stasis.
Note: After further testing, it seems that the different extra damage modifiers are additive with each other and not multiplicative like previously stated.
Skill Attack Damage is what your skill shows on the tooltip. It is a multiplier for your total damage.
Damage Breakdown, hover for info
Your Attributes and their effect on Damage
Attribute
Value
Value of 1 Point increase [Points per 1% increase] [Gain if Max]
Base Damage
1.1% [0.89]
Enhanced Damage %
0.23% [4.4]
Attack Damage
0.30% [3.3]
Strength
0.30% [3.3]
Critical Hit Chance
0.49% [2.0]
Critical Hit Damage
0.049% [20]
Deadly Blow Chance
0.43% [2.4]
27.66%
Flat Physical
0.28% [3.6]
Skill Attack Damage
1.0% [1.0]
Configurations
Attribute
Active
Value
Value of 1 Point increase [Points per 1% increase]
Total Armor Break
0.67% [1.5]
Extra Damage to Bleeding
0.0% [∞]
Extra Damage to Burning
0.0% [∞]
Extra Damage to Poisoned
0.0% [∞]
Extra Damage to Stunned
0.0% [∞]
Extra Damage to Frozen
0.0% [∞]
Scenario
Damage
Note
Tooltip
1,172
Character Sheet Damage, ignores Crit Chance, Crit Damage, Armor Break, Extra Damage Modifiers and Skill Attack Damage
Critical Hit
3,046
Single Crit Hit, ignoring Chance
Total Damage (Single Hit)
2,116
Expected Average Damage considering Deadly Blow, Crit etc.
Total Damage Calculation Breakdown (WIP)
Attribute
Value
Breakdown
Total Base
355
Base
80
22.54%
Enhanced
240
67.61%
Flat Physical
35
9.86%
Base including Enhanced
320
90.14%
Increased Attack Damage %
230
Attack Damage
80
34.78%
Strength
150
65.22%
Effective Crit Multiplier
1.025
Non-Crit
1
95.00%
1
Crit
1.5
5.00%
0.075
Deadly Blow Modifier
1.175
Non-Deadly Blow
1
65.00%
0.65
Deadly Blow
1.5
35.00%
0.525
Extra Damage Modifier
1.00
Effectiveness of certain common Item affixes
Attribute
Value
Small 35% Enhanced Damage Charm
7.9% [0.13]
Grand 100% Enhanced Damage Charm
23% [0.044]
Large 30% Attack Damage Charm
9.1% [0.11]
Large 50% Attack Damage Charm
15% [0.066]
Small 10 Strength Charm
3.0% [0.33]
Grand 50% Critical Damage Charm
2.4% [0.41]
Grand 20% Critical Strike Chance Charm
9.8% [0.10]
Small 38 Flat Physical Charm
11% [0.093]
20% Extra Damage to Bleeding
0.0% [∞]
Damage for Casters
Experimentally updated for new flat calculations in S6. To be verified.
Not specifiying a certain element, since casters usually only do one element. Ignoring Hybrid skills.
Season 6 Caster Damage Formula
Base damage is calculated by summing up the base damage of your skill and flat skill damage.
Synergy modifiers are calculated by summing up the synergy values of your skill and the listed attribute, usually intelligence.
Magic Skill Damage and your increases to your skills element are summed up for further calculations
Your damage is calculated against an Enemies resistances, this modifier is representing this penalty depending on your enemy resistance ignore stats. Currently using 80% Monster Resistances as a base value.
Extra Damage is a multiplier for the damage you deal to enemies with certain debuffs. The debuffs are Bleeding, Burning, Poisoned, Stunned, (Deep) Frozen and Stasis.
Note: After further testing, it seems that the different extra damage modifiers are additive with each other and not multiplicative like previously stated.
Note: There can be other factors to your damage, which are often multiplicative with the listed ones. These may include sources of Break and Damage from your Skills Sub Skill tree or effects from other skills.
Damage Breakdown, hover for info
Your Attributes and their effect on Damage
Attribute
Value of 1 Point increase [Points per 1% increase] [Gain if Max]
Base Skill
Base Damage
Base Skill Level
2.0% [0.50]
Synergy 1
Synergy Value
Synergy Count
0.23% [4.3]
Synergy 2
Synergy Value
Synergy Count
0.20% [4.9]
Synergy 3
Synergy Value
Synergy Count
0.28% [3.6]
Intelligence
Int Syn Value
Intelligence
0.15% [6.6]
Magic Skill Damage
0.34% [2.9]
Elemental Skill Damage
0.34% [2.9]
Ignore Enemy Resist
0.0% [∞]
0.0% [∞]
Flat Skill Damage
0.22% [4.6]
Configurations
Attribute
Active
Value
Value of 1 Point increase [Points per 1% increase]