Conversão
Por exemplo, se convertermos Evasão para Armadura, o valor convertido irá escalar pelos modificadores percentuais de Armadura, porém os modificadores percentuais de Evasão, não irão afetar o Stat convertido.
Por exemplo, Dano de fogo ao ser convertido para Raio, escalará com os modificadores de Raio e passará a aplicar Eletrizar, mas não escalará com seus modificadores de fogo e nem aplicará Incendiar.
Por exemplo, Dano de Raio adicional de Dano Físico, escalará com os modificadores de Raio, e não com os de Físico.
Dano adicional ocorre da mesma maneira e seguindo as mesmas estapas da Conversão de Dano. Dano Degenerativo não pode se benefiar de Dano Adicional.
Conversão é uma mecânica que converte uma base de stat em outra. Os Stats convertidos, são afetados apenas pelos modificadores do novo Stat, e não mais com os do Stat original.
Conversão de Dano é um tipo específico de conversão que muda o Tipo de Dano do Acerto para um novo tipo. Conversões de Dano não se aplicam a Dano Degenerativo. Conversão é um processo de duas etapas: A conversão dos valores das gemas de habilidades/Supoerte acontecem primeiro, só então ocorre a conversão de outras fontes, como ítens e habilidades da Árvore de Habilidades Passivas.
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 SpiritWhile 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 havePlace 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 secPerforms 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
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Gain conversion
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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
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0.1.0 |
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