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Conversão

De DropWiki PoE 2
Revisão de 21h32min de 2 de fevereiro de 2025 por DR. Yantor (discussão | contribs) (DR. Yantor moveu Conversion para Conversão sem deixar um redirecionamento)
Not to be confused with Damage taken as.
Stat Conversion
Resumo
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.

For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
Damage Conversion
Resumo
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.

For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.

Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
Damage Gained as extra X
Resumo
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.

Conversion is a mechanic that converts one base stat into another base stat. The converted stats are only affected by modifiers to their new stat, and are not scaled through their original stat.

Damage conversion is a specific type of conversion that changes the damage type of a hit into another damage type. Damage conversions do not apply to damage over time. Conversion is a two step process - conversion from skills/support gems apply first, then conversion from other sources like items and the passive skill tree apply to the remainder.

Mechanics

Conversion can exist in two forms:

  • Regular conversion: e.g. #% of [Damage Type] Converted to [Damage Type]
  • Gain conversion: e.g. Gain #% of [Damage Type] as Extra [Damage Type]

The difference between these forms is the effect they have on the source damage: Regular conversion removes the damage from the source type, while gain conversion leaves it intact. Both occur simultaneously.

Regular conversion

Damage conversion is calculated after combining any sources of additional damage to base damage, but before any damage modifiers (e.g. increased or more damage). See receiving damage for further information on damage order.

Damage can be converted from any damage type to any other damage type, with no restrictions on order[1]. This differs from Path of Exile 1, which had a strict order of damage conversion[2].

Converted damage does not retain its original damage type; only the final damage type is used for scaling. For example, if a percentage of physical damage is converted to fire damage, the converted fire damage no longer scales with #% increased Physical damage. The exception to this is modifiers that affect minimum or maximum physical damage (e.g. Module Error: No results found for item using search term "item_name = Heft" or Module Error: No results found for item using search term "item_name = Ryslatha's Coil"), which apply before conversion, which is inconsistent with similar stats for non-physical damage like Wild Storm.[3]

Similarly, non-damage conversion (such as converting defences) scales with modifiers to the new stat, but no longer scales off the original stat.

Skill vs other conversion

All sources of conversion apply simultaneously, as a two-step process:

Step 1: Skill-based conversion occurs first. This includes conversion inherent to skills, whether from skill gems, or skills granted by items or (Ascendancy) passive skills. This does not include global conversion effects (e.g. Arquivo:Archmage inventory icon.pngArchmageArchmagePersistent, Lightning
Tier: 14
Level: 1
Cost: 100 Spirit
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana..Non-Channelling Spells Gain 5% of Damage as extra Lightning damage for each 100 maximum Mana you have
Non-Channelling Spells cost an additional 5.35% of your maximum Mana

Additional Effects From 1-20% Quality:
Non-Channelling Spells Gain (0-2)% of Damage as extra Lightning damage for each 100 maximum Mana you have
Place into a Skill Gem socket to gain this skill.
Sockets are found in the Skills menu tab.
Arquivo:Archmage inventory icon.png
, Infernal CryInfernal CryWarcry, AoE, Trigger, Fire, Duration
Tier: 3
Level: (1-40)
Cost: (27-2258) Mana
Cooldown Time: 8.00 sec
Use Time: 0.80 sec
Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.(0–38)% increased Warcry Speed
Empowers the next Melee Attack you perform, plus an additional Attack per Endurance Charge consumed
Empowered Attacks Gain 25% of Damage as Fire Damage per 5 Power of enemies in range, up to 100%
Warcry radius is 4 metres
Destabilises Enemies for 8 seconds

Combust
Critical Hit Chance: 7.00%

The enemy's Corpse violently explodes, dealing Fire damage in an area around it.

Deals (4–119) to (7–179) Fire Damage
Deals 10% More Fire Damage per 1 Power of exploding Corpse
Explosion radius is 1.6 metres

Additional Effects From 1-20% Quality:
Empowered Attacks Gain (0–10)% of Damage as Fire Damage per 5 Power of enemies in range, up to (0–50)%
Place into a Skill Gem socket to gain this skill.
Sockets are found in the Skills menu tab.
) or conditional modifiers (e.g. Module Error: No results found for item using search term "item_name = Detonating Arrow", Module Error: No results found for item using search term "item_name = Rapid Shot").

Step 2: The resulting damage is then affected by conversion from global or conditional conversion, or conversion from items, buffs, support gems, or passive skills.

Example 1:

If the character uses a skill that converts 80% of Physical damage to Fire, has Avatar of Fire, and deals 100 physical damage, the skill conversion will make it deal 80 fire and 20 physical damage, then Avatar of Fire's 75% fire conversion affects the 20 physical damage, turning that into 15 fire and 5 physical damage. Overall, the player deals 95 fire damage.[4] 

Example 2:

If the character uses a skill that converts 60% of physical damage to lightning, and is wearing Module Error: No results found for item using search term "item_name = Call of the Brotherhood", and deals 100 physical damage, the skill conversion will make it deal 40 physical and 60 lightning, then Call of the Brotherhood's lightning to cold conversion would apply in the second stage, resulting in 40 physical and 60 cold damage.

Overconversion

If conversion in either step exceeds 100% of an original damage type, the conversion is normalized to 100%. For example, if a character converts 100% of physical damage to cold damage and 50% of physical damage to fire damage through item modifiers only, the conversion will be at a ratio of 67%/33% of physical damage as cold/fire instead.

Damage types cannot be converted to the same damage type. This is specifically relevant for overconversion - Module Error: No results found for item using search term "item_name = Painter's Servant" is only considered 66% elemental conversion, rather than 99%. For example, cold damage with Module Error: No results found for item using search term "item_name = Painter's Servant" and Module Error: No results found for item using search term "item_name = Whisper of the Brotherhood" is normalized from 33% fire/0% cold/133% lightning conversion to 20% fire/0% cold/80% lightning.

"Gain" conversion

Gain conversion adds a value based on the total base value of relevant stats, without modifying the base value. Like regular conversion, this process occurs before any increased or more modifiers. If there is both gain conversion and regular conversion, all gain conversion is applied during stage 2 of the regular conversion, even if it comes from skills.

Because conversion cannot be recursive, it is possible to gain a percentage of a certain damage type as extra damage of the same damage type. For example, Gain 20% of Damage as extra Fire Damage causes a base damage of 50 phys, 50 fire to become 50 phys, 70 fire.

Skills

Regular conversion

GemRequired character level at gem level 1Gem requires strengthGem requires dexterityGem requires intelligence
1NoYesYes
1NoYesYes
1NoYesNo
1YesYesNo
1NoYesYes
1NoYesNo
1YesYesNo
1NoYesYes
1YesYesNo
14NoYesYes
1YesYesNo
1NoNoYes
1NoYesYes
1NoYesYes
1NoNoNo

Gain conversion

GemRequired character level at gem level 1Gem requires strengthGem requires dexterityGem requires intelligence
1YesNoNo
1YesNoNo
1NoNoNo
1NoNoNo
1NoNoNo
1NoNoNo
1NoNoNo
1NoNoNo
1NoNoNo

Unique items

Regular conversion

No results found

Gain conversion

No results found

Ailment "conversion"

No results found

Passive skills

Erro em lua: Erro: a tabela passive_skills não foi encontrada..

Ascendancy passives

Erro em lua: Erro: a tabela passive_skills não foi encontrada..

Keystones

Erro em lua: Erro: a tabela passive_skills não foi encontrada..

Version history

Versão Mudanças
0.1.0
  • Introduced to the game.


References