Poison Damage Calculation

To original poster, you need to be more specific as to where your damage is coming from. If your skill tree was around the Maurader and you get Born to Fight, it will add damage to your main attack but do nothing for your poison. If you allocate Strong Arm, notice it has a mod 'Increase damage with ailments while wielding a one handed weapon'. This will add damage to both, your attack and to your poison.
Builds
https://www.pathofexile.com/forum/view-thread/2149153
https://www.pathofexile.com/forum/view-thread/2245701
https://www.pathofexile.com/forum/view-thread/2664371
Shaper Guide: https://www.pathofexile.com/forum/view-thread/2252008
Hello Exiles :D
Thanks for the Answers.

Stumbled upon a Reddit Thread where someone said that +Physical Damage increase Poison like +Chaos Damage. That's why i asked.
--

Hm. Can it be that +Global Physical Damage is calculated with the Stats from Armor, Like +100 Physical Base Damage? And thus increase Poison damage?

This is a quote from the Wiki abaut Flat Physical Damage increase. So i figured..
"
Physical damage

These passive skills grant unrestricted physical damage bonuses. This includes physical damage generated by spells such as Ethereal Knives and Shockwave Totem.

--

And on a Steam Post i found somthing Useful(At least for me :)
To Simply write down what the Damage is:

Base Phyisical+Base Chaos Damage = Poison = Ailment; ChaosDamage; DoT.

So everything that increase what is written there, should increase the Damage.
--

Now i Wonder.
+20% Chaos Damage. Applies it to the Base Damage of an "Added Chaos Damage" Gem?
And Thus increase Poison(the initional DoT) just to increase the Damage again in the Ailment Calculation? But that would be Double Dipping or not?
--

I have the feeling i overthink this to much ._.

Hm. Well. Thanks Again
Last edited by leptosomatidae#1669 on Feb 28, 2018, 9:15:46 AM
"
leptosomatidae wrote:

Stumbled upon a Reddit Thread where someone said that +Physical Damage increase Poison like +Chaos Damage. That's why i asked.
--

Hm. Can it be that +Global Physical Damage is calculated with the Stats from Armor, Like +100 Physical Base Damage? And thus increase Poison damage?

This is a quote from the Wiki abaut Flat Physical Damage increase. So i figured..
"
Physical damage

These passive skills grant unrestricted physical damage bonuses. This includes physical damage generated by spells such as Ethereal Knives and Shockwave Totem.

--

And on a Steam Post i found somthing Useful(At least for me :)
To Simply write down what the Damage is:

Base Phyisical+Base Chaos Damage = Poison = Ailment; ChaosDamage; DoT.

So everything that increase what is written there, should increase the Damage.

Not sure about these - I think you need to clearly distinct between 'added damage' and '%increased damage'. And optimally quote the source/context - like the mentioned reddit thread. Else it is difficult to discuss this topic. It is complex enough without having to guess what you actually mean...
Your 'simple rule' also has 'exceptions' - at least some unique items.

"
leptosomatidae wrote:

Now i Wonder.
+20% Chaos Damage. Applies it to the Base Damage of an "Added Chaos Damage" Gem?
And Thus increase Poison(the initional DoT) just to increase the Damage again in the Ailment Calculation? But that would be Double Dipping or not?

It applies to both the hit and the poison. This is not "double dipping". "Double dipping" would result in a (sort of) quadratic damage increase due to the same value being twice in the same damage calculation chain. Here the value is instead in two distinct damage calculation chains - one for the hit and one for the poison DoT.

"
leptosomatidae wrote:
I have the feeling i overthink this to much ._.

I dont think so. This game is very complicated with many rules.
No wonder it's lost, it's in the middle of the jungle!
Hello Exiles :D


Stated it confusing. Yes.
I wanted to know if '+%Global Physical Damage' increase the '+Base Damage' From Armor.(And weapons? btw.)


You're Right. A Source would be Optimal. I Apologize. I'll do it next time.
Here it is but it's older, 8Months Ago.
--

So no Double Dip. Thanks for the explanation.


The 'Simple Rule' helped me at least to start to understand how it Works. As you wrote, the Game can get complicated :D
--

Thanks again.
"
leptosomatidae wrote:

Stated it confusing. Yes.
I wanted to know if '+%Global Physical Damage' increase the '+Base Damage' From Armor.(And weapons? btw.)

Still not sure what you are trying to find out here. Maybe try an example if the following doesnt answer your question.
If you are referring to the quote by 'taggedjc' then all generic/global '%increased Physical Damage' stats on items (etc) are part of '%phys':
"
[ 20%*(weapon_P*101% + added_P*102%) * (100% + %phys + %chaos + %poison + %DOT + %ailment + %generic) + 20%*(weapon_C*101% + added_C*102%) * (100% + %chaos + %poison + %DOT + %ailment + %generic) ]


"
leptosomatidae wrote:
You're Right. A Source would be Optimal. I Apologize. I'll do it next time.
Here it is but it's older, 8Months Ago.

Ok. Far as I know the quoted text was correct at the time and is still correct.
No wonder it's lost, it's in the middle of the jungle!
Hello Exiles :D

"
Zrevnur wrote:
Still not sure what you are trying to find out here.




Basically: What can affect my 'Base Damage'?
Spoiler

--

Any 'Local Modifier' on the Weapon itself for the Start.
X% increased Physical Damage
Add X Physical Damage

These should Add 'Base Damage'
Add X Physical/Chaos/Elemental Damage
Spoiler



This should Increase/Decrease 'Base Damage'
Skill Gems "Deals X% of Base Damage"
Spoiler


--

I am unsure about these two.

Effect "Gain X% of your 'A Type'-Damage as Extra 'B Type'-Damage"
Spoiler



'Global Modifiers' from Gear and Passive Notes?
X% increased 'Global Physical'/Chaos/Lightning/Frost/Fire- Damage.
--


Thanks for your Help and your Time ^^'








"
leptosomatidae wrote:
Basically: What can affect my 'Base Damage'?
Spoiler

This is image looks fine if you dont do any more complicated stuff like conversion - see further down.

"
leptosomatidae wrote:
Any 'Local Modifier' on the Weapon itself for the Start.
X% increased Physical Damage
Add X Physical Damage

These should Add 'Base Damage'
Add X Physical/Chaos/Elemental Damage
Spoiler


Yes.

"
leptosomatidae wrote:
This should Increase/Decrease 'Base Damage'
Skill Gems "Deals X% of Base Damage"
Spoiler


Its not usually worded as 'increase'/'decrease' but I think you understand it. They act as multipliers on the base damage components.

"
leptosomatidae wrote:

I am unsure about these two.

Effect "Gain X% of your 'A Type'-Damage as Extra 'B Type'-Damage"
Spoiler


This is more complicated. The above image doesnt work very well for conversion. It is not enough to simply calculate one base damage value and then scale it with %increased damages. I cant explain it in a few words. Unless somebody else jumps in and can (explain it in a few words) you may have to read the wiki page to understand it: https://pathofexile.gamepedia.com/Damage_conversion

"
leptosomatidae wrote:
'Global Modifiers' from Gear and Passive Notes?
X% increased 'Global Physical'/Chaos/Lightning/Frost/Fire- Damage.

In the above image these are part of the 'Damage Modifiers' (big blue arrows) which turn the 'Base Damage' into the 'Total Damage'.
No wonder it's lost, it's in the middle of the jungle!

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