eld.gg Path of Exile 2 Currency: Shield absorbs damage first

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Path of Exile 2: Full Damage Calculation Order
In Path of Exile 2, damage calculation is a complex, layered system. Whether you're stacking critical hits, elemental damage, or "damage taken as" modifiers, knowing how each component fits into Path of Exile 2 Currency the damage pipeline will help you optimize damage output and survivability.

There are two primary flows of damage processing:

Outgoing Damage (When you hit an enemy)

Incoming Damage (When you're hit)

This article focuses primarily on incoming damage, i.e. how enemies’ hits are calculated against your defenses. If you're looking for outgoing damage, let me know—it's a different but equally intricate system.

Incoming Damage: Full Order of Operations
Let’s go step-by-step through the order in which incoming damage is calculated, from the moment a hit connects to the point damage is subtracted from Life, Energy Shield, or Mana.

Step 1: Hit Confirmation (Avoidance)
Attack vs. Evasion:

Attack hits roll against the defender's Evasion Rating.

If evaded, the hit does not occur.

Spell Suppression:

If a spell is suppressed, the damage dealt is reduced (typically 50%).

Block:

If you block the hit (either spell or attack), the hit is negated or partially reduced depending on your gear/mods.

If the hit fails due to any of the above, no damage is processed.

Step 2: Ailment and On-Hit Effects Check
The game now checks for secondary effects of a successful hit:

Can it ignite, shock, poison, or bleed?

Does it apply on-hit mechanics like Leech, Curse on Hit, or Mark?

Ailment Avoidance/Immunity modifiers are checked here.

No actual damage is applied yet—this only flags whether these effects will trigger.

Step 3: Base Damage Type and Conversion
Now the game establishes the base damage type(s) and calculates conversion effects:

Example: An attack that does 100 physical damage might convert:

50% to Cold (via skill gem)

25% to Fire (via gear)

Result: Final base damage becomes 25 Physical, 50 Cold, 25 Fire.

If using Damage Taken As mechanics (like 25% Physical taken as Fire), that comes later.

Step 4: Offensive Modifiers (Attacker’s Side)
These are multipliers that increase the base hit damage:

Increased/More Damage (e.g., "25% more Elemental Damage")

Critical Strike Multiplier

Increased Damage with Hits Against Chilled Enemies

Shock Effect (if already applied to target)

These are combined multiplicatively and apply before defenses.

Step 5: Defender’s Resistances
Now we apply resistances:

Fire, Cold, Lightning, and Chaos Resistance all reduce their respective damage types.

Resistance penetration or exposure from the attacker reduces effective resistance.

Capped at 75% normally (higher with gear/ascendancy).

Example:

75% Fire Resistance and 25% Fire Penetration = Effective 50% Fire Resist

Step 6: Armor and Flat Reduction (Physical Only)
Armor reduces physical hit damage. It is less effective against big hits and more effective against small hits.

Flat damage reduction (e.g., “−X Physical Damage Taken”) is subtracted before armor.

Example:

Enemy hits for 1,000 Physical

You have 100 flat reduction → 900

Your armor reduces the hit by 30% → Final = 630 damage

Step 7: “Damage Taken As” Conversions
These are defensive conversions that shift damage types after resistances:

E.g., "30% of Cold Damage Taken as Fire" shifts Cold damage to Fire.

Happens after base conversion and resistance calculation, but before final multipliers.

This allows players to redirect damage to more manageable types.

Step 8: Final Damage Multipliers
These include:

“X% less damage taken”

“Y% of damage taken is recouped as life/mana”

“Reduced Damage Taken From Critical Strikes”

“Damage Taken Over Time Multiplier” (for DOTs)

These modifiers apply after all reductions and conversions but before the damage is applied.

Step 9: Mitigation Buffs or Triggers
If you have a buff, guard skill, or reactive defense, it will absorb some of the hit:

Molten Shell, Immortal Call, Bone Barrier

These apply only if already active (or trigger instantly, if automated).

Step 10: Damage is Applied
Finally, the processed damage is applied in this order:

Energy Shield (if any and not bypassed)

Mana (if using Mind Over Matter or similar)

Life

If Life hits zero, you die unless:

You have a Cheat Death effect (e.g., Divine Shrine, Immortal Ambition)

You are prevented from dying (e.g., Vaal Pact stasis effect, Instant Leech save)

What About Damage Over Time (DOT)?
DOTs like Bleed, Poison, Ignite, and Chaos DOT (like Despair or Wither effects):

Bypass avoidance like Block, Evasion, Suppression

Are only mitigated by:

Resistances

Reduced Damage Taken Over Time

DOT multipliers

Armor and “damage taken as” mechanics do NOT work on DOTs.

Example Walkthrough: 3-Part Hit
Imagine a monster hits you for:

300 Physical

300 Cold

300 Fire

Here’s what happens:

Hit is not evaded, blocked, or suppressed

Base damage types confirmed

Fire and Cold damage hit resistances: 75% = 75 damage each

You have 25 flat physical reduction and 5,000 armor

300 − 25 = 275 Physical

Armor reduces that by ~40% → ~165

You have 20% of Fire damage taken as Chaos

Final Fire: 60 Fire, 15 Chaos

All final values go through damage taken multipliers

Shield absorbs damage first, then path of exile 2 trade life

Reactive skills trigger if appropriate (Molten Shell, etc.)

 

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