Lesson 03 · Durable Core

Where Base Comes From

Layer one, in depth. The same item can be your best upgrade or completely inert, and which one it is depends on a question you answer before looking at any modifier.

~10 minutes No arithmetic in this one Builds on lesson 2

Carried forward

From lesson 2: a hit is base × increased × more × speed × crit × enemy. Base is layer one — the seed every other layer multiplies.

Which means: a modifier that doesn't reach your base, or doesn't reach the layer it claims to, contributes nothing at all. Not a little. Nothing. That's the subject of this lesson.

The question you ask first

What generates this skill's base number?

Answer it before evaluating a single item, tree node, or support gem.

There are three answers, and they send you to completely different parts of your character sheet.

If your skill is…Base comes fromSo this matters most
An attack Your weapon's damage The weapon, above almost everything else
A spell The skill gem, scaling with gem level, plus flat added spell damage Gem level, and flat spell damage on rings/amulets/wands
A minion skill The minion's own base, driven by gem level and minion modifiers Gem level and minion-specific mods. Your own damage stats are largely irrelevant

Source: Maxroll — Damage Scaling. Most attacks scale from weapon damage; spells and a handful of attacks scale from gem level instead. Spells generally gain flat damage per level, while attacks gain better scaling with your weapon.

How you actually tell

Read the skill's tags. They're printed on the gem and they are not decoration — they're the game telling you which rules apply.

Attack Spell Minion Projectile Area Fire Melee

The first three decide where your base comes from. The rest tell you which increased totals your skill can draw from — a skill tagged Fire is fed by increased fire damage; one without that tag isn't, no matter how much of it you've stacked.

Failure mode

A minion build accumulating weapon damage, or a spell build hunting physical weapon upgrades, is a routine failure. The modifiers are real and the items are genuinely good; none of it reaches the damage. The character sheet issues no warning. Tags are the only signal, and they are easy to stop reading once they become familiar.

Check

Your skill's gem is tagged Minion. Which of these will do the most for your damage?

Local and global modifiers

Identifying the archetype is not sufficient on its own. Two modifiers may read almost identically and behave entirely differently.

Modifier A
printed on a weapon
  • +120% increased Physical Damage
Modifier B
printed on a weapon
  • +30% increased Global Physical Damage

A is local. It increases that weapon's own damage number — it modifies the base itself, before anything else happens. It does nothing for spells.

B is global. It joins your shared increased total and applies to attacks and spells alike.

The word Global is the entire difference, and A's number is four times bigger precisely because it's doing a narrower job. For an attack build, local weapon damage is usually the stronger of the two — it grows the seed rather than joining a crowded total. For a spell build, A is worth exactly zero.

Same rule for flat damage. "Adds 7 to 13 Physical Damage" on a weapon joins that weapon's base and does nothing for spells. "Adds 7 to 13 Physical Damage to Attacks" on a ring adds to your attacks from any weapon. Read where the modifier lives and what it names.
Check

You play a spell. Which modifier on a wand contributes nothing at all?

Conversion and gain

Two mechanics alter the base before any multiplier runs, and both change which modifiers reach the resulting damage. They are the same question as local-and-global, asked about damage type rather than about scope.

FormReadsEffect on the source
Conversion
#% of X Converted to Y
A portion of type X Removed — the damage moves
Gain
Gain #% of X as Extra Y
A portion of type X Left intact — new damage is added

Both are documented on the wiki's Damage conversion page: "Regular conversion removes the damage from the source type, while gain conversion leaves it intact." Gain conversion "occurs before any increased or more modifiers" — which places both in layer one.

3.1 Scaling follows the destination type only

Converted or gained damage is scaled only by modifiers to its new type. It does not retain the scaling of the type it came from.

Physical damage converted to fire no longer scales with increased Physical Damage. It scales with increased Fire Damage. The same holds for gained damage, and for modifiers to minimum or maximum damage.

3.2 What a gain modifier is actually worth

Because gain produces a second base scaled by a different additive total, its value is not the printed figure. It is the printed figure adjusted by the ratio between the two totals.

A character with base damage of 100 physical and an additive total of 300% deals 400. Adding Gain 50% of Physical as Extra Fire creates 50 fire base — worth entirely different amounts depending on fire investment:

Increased fireFire multiplierFire damageTotalEffective gain
0%1.005045012.5%
300%4.0020060050%
700%8.00400800100%

effective value = gain% × (destination multiplier ÷ source multiplier)

The middle row is the case worth recognising: when the destination is scaled equally to the source, a gain modifier behaves exactly like a more multiplier of the same size. That coincidence is why they are often mistaken for one. They are not — a more multiplier is worth its printed value on any character, whereas a gain modifier is worth its printed value only on a character that has already invested in the destination type.

Gain modifiers are therefore commitments rather than pickups. Taking one is a decision to also build the destination type; without that follow-through it quietly delivers a fraction of what it advertises.

3.3 Reading the source term

The quantity a gain modifier reads is stated in the modifier and is easy to skim past:

On a single-type character these coincide. On a mixed or converted one they diverge sharply. The wiki's worked case: a base of 50 physical and 50 fire, with Gain 20% of Damage as extra Fire Damage, becomes 50 physical and 70 fire — the 20 is a fifth of the whole hit, and conversion is not recursive, so the existing fire contributes to the source without compounding.

3.4 Order of resolution

Gain resolves in two steps which are not additive with each other. Skill-inherent gain applies first; every other source — items, buffs, support gems, passives — applies afterwards, computed against the result.

# wiki example: a skill converting 80% physical to fire,
# plus Gain 50% of Damage as extra Fire, on 100 physical base

start             100 physical
step 1 (skill)     80 fire, 20 physical
step 2 (gain)      130 fire, 20 physical   # 50% of the full 100, not of the 20

The consequence is that a of Damage gain modifier on a converted build reads a considerably larger pool than the remaining source type would suggest.

3.5 Conversion has a ceiling; gain does not

Where conversion of a single type exceeds 100%, it is normalised back down proportionally — converting 100% of physical to cold and 50% to fire yields a 67/33 split, not 150% of anything.

Gain is not subject to this. The wiki's normalisation example counts only the conversion modifiers on an item and disregards its gain modifiers entirely. Since gain removes nothing, there is no quantity to run out of.

Check

A skill converts all of its physical damage to cold. Which modifier now contributes nothing?

Worked diagnostic

Diagnostic

A character plays a single skill gem tagged Minion, Persistent, Physical. Four items are in the stash. Sort them: which help, which are inert?

Item 1 — Gloves
Rare
  • Adds 12 to 22 Physical Damage to Attacks
  • +18% increased Attack Speed
Item 2 — Amulet
Rare
  • +2 to Level of all Minion Skills
  • +32 to maximum Life
Item 3 — Sceptre
Rare
  • +45% increased Minion Damage
  • +120% increased Physical Damage
Item 4 — Ring
Rare
  • +38% increased Critical Hit Chance
  • +29% to Fire Resistance

Each item admits a definite verdict.

Item 1 — inert for damage. Both modifiers are about your attacks. You don't attack; your minions do, and they don't read your added attack damage or your attack speed. This is the classic mis-buy.

Item 2 — the best item here. +2 to Level of all Minion Skills raises the minion's base, which is layer one. Every multiplier the minions own gets applied to a bigger seed. The life roll is real defence on top.

Item 3 — half useful, and instructive. Increased Minion Damage is exactly the total your minions draw from. +120% increased Physical Damage has no Global, so it's local to the sceptre's own damage — and you never swing the sceptre. That's a large, impressive-looking number worth nothing, sitting on an item you should still wear.

Item 4 — inert for damage, useful anyway. Your crit chance is yours; minions have their own, independent of it. The fire resistance is genuinely valuable, just not for the reason you might grab the ring.

The point: two of these carry big, attractive damage numbers that do literally nothing, and the strongest damage modifier in the set is +2 to Level — which doesn't look like a damage modifier at all. You cannot rank these by reading numbers. You rank them by asking what generates the base.

Edge cases

What to carry out of this

Application

The procedure applied to a live character: read the skill gem's tags, name the base source, then examine rings, amulet and gloves for a modifier that does not reach it. At least one is usually present.

Identifying such a modifier is the whole of the exercise; acting on it is a separate decision.