Combat Mechanics
Damage Conversion
The conversion order, one-conversion rule, normalization above 100%, and the split to Elemental, with calculated examples.
Standard explanation
Damage conversion moves physical, fire, or another damage type into a different type. Local conversion on a skill, modifier, or transmuter occurs before global conversion from equipment and buffs, and a converted portion cannot then be converted to a further type.
Deep explanation
Local and global conversion
| Kind | Typical location | Applies to | Processing position |
|---|---|---|---|
| Local conversion | The skill, a skill modifier, or a transmuter | The applicable damage dealt by that skill | Before global conversion. The converted type is used by that skill’s percent-damage bonuses |
| Global conversion | Equipment and buffs | Applicable damage left after local conversion | After local conversion. Already converted portions are not eligible |
- Base skill damage
- Skill modifiers
- Conversion on modifiers or a transmuter
- Global conversion on equipment and buffs
- Percent damage on equipment, auras, and passives
Each converted share when total conversion > 100% = source damage × individual conversion / total conversion
Conversion to Elemental = converted amount / 3 (equal Fire, Cold, and Lightning shares)
Converted output = not eligible for a later conversion
Calculated results
| Case | Calculation | Result |
|---|---|---|
| Normalize competing conversions |
100 Physical, 80% to Fire and 60% to Cold: Fire = 100 × 80 / 140
|
57.14 Fire, 42.86 Cold |
| Convert to Elemental |
90 to Elemental: 90 / 3
|
30 Fire, 30 Cold, 30 Lightning |
| Local conversion followed by global conversion |
Of 100 Physical, the skill converts 50% to Fire; equipment converts the remaining Physical to Cold
|
50 Fire, 50 Cold. The 50 Fire is not converted again. |
Analysis source: buildCalc/mechanics/formulas.json (official Combat Guide). The values above are formula-derived from the stated conditions, not in-game measurements.
Summary
Key point: When competing conversions from the same source damage add to more than 100%, their relative proportions are retained while the total is normalized to 100%.
Runtime order: The game applies local conversion on the skill first, then applies global conversion from equipment and buffs only to the damage that remains unconverted at that point.
Build use: When a skill has percent damage bonuses for a particular type, local conversion toward that type lets that skill use its own bonuses. Use global conversion afterward to align the remaining types with the build-wide bonuses.