The skeleton
damage = BASE
× (1 + INCREASED)
× MORE₁ × MORE₂ × …
× SPEED
× CRIT
× ENEMY
× (1 + INCREASED)
× MORE₁ × MORE₂ × …
× SPEED
× CRIT
× ENEMY
| Term | Behaviour | Where it comes from |
|---|---|---|
| Base | The number everything multiplies. Zero base = zero damage, whatever else you own. | Attacks: the weapon. Spells: gem level + flat added spell damage. Minions: the minion's own base. |
| Increased | One shared additive total per stat. Dilutes as it grows. | Passive tree, most gear affixes. |
| More / less | Each its own multiplier. Never dilutes. Immune to what you already own. | Mostly support gems. Some ascendancy and unique effects. |
| Speed | Its own additive total, separate from damage. Has practical ceilings. | Gloves, boots, weapons, tree. |
| Crit | Two totals — chance and damage bonus — that multiply each other. One without the other is close to wasted. | Weapon base crit for attacks; skill base crit for spells; tree and gear scale both. |
| Enemy | Multiplicative and most often neglected. Endgame monsters have real resistances. | Penetration, exposure, resistance reduction, curses, shock, wither, intimidate. |
The one division
real gain = added ÷ (100 + current total)
Applies to every increased total independently. Does not apply to more multipliers — those are worth their printed value always.
| Total before | Add +50% | Real gain |
|---|---|---|
| 0% | 50 ÷ 100 | 50.0% |
| 100% | 50 ÷ 200 | 25.0% |
| 200% | 50 ÷ 300 | 16.7% |
| 300% | 50 ÷ 400 | 12.5% |
| 400% | 50 ÷ 500 | 10.0% |
| 600% | 50 ÷ 700 | 7.1% |
Stacking rules at a glance
| Two sources of 20% | Result | Effective second source |
|---|---|---|
Both increased | 1 + 0.2 + 0.2 = 1.40 | 16.7% (20 ÷ 120) |
Both more | 1.2 × 1.2 = 1.44 | 20.0% |
Worked example and figures verified against Maxroll — Damage Scaling (PoE2).
Conversion and gain
Both are layer-one effects — they alter the base before any multiplier runs. Full treatment in the glossary and lesson 3.
| Conversion | Gain | |
|---|---|---|
| Reads | #% of X | #% of X |
| Source | removed | left intact |
| Scaled by | the destination type only, never the source | |
| Ceiling | normalised at 100% | none |
gain's effective value = gain% × (destination mult ÷ source mult)
Equal on both sides, and it behaves like a more multiplier. Destination unscaled, and it is worth a fraction of its printed value.
Other gotchas
of Damagereads the whole hit;of Physicalreads one type. Check which.- Skill-inherent gain resolves before item and passive gain, and the two steps are not additive.
- Flat damage on a weapon adds to the weapon's base and does nothing for spells.
Increased Physical Damageon a weapon scales that weapon only.Increased Global Physical Damagescales attacks and spells.- Minions do not scale with your damage modifiers. Totems are not minions and do scale with yours.