Damage Bonuses
3.1 Ability Scores
Strength and dexterity are applied as total damage percentage bonuses, which increase the physical damage of the attack. Strength and dexterity scores are multiplied by a number depending on the type of the weapon used before they are applied as a damage bonus. You can't see the strength and dexterity multipliers for different weapons ingame. But for unmodded game you can consult the table below:
Weapon  Strength Multiplier  Dexterity Multiplier 

Melee weapons (except as below)  1.00  0 
 Daggers  0.75  0.75 
 War hammer, Battle hammer, Legendary mallet  Maul, War club, Ogre maul  Great maul, Martel de fer, Thunder maul  1.10  0 
 Assassin claws  0.75  0.75 
 Amazon spears  0.80  0.50 
Bows and crossbows  0  1.00 
Throwing weapons (except as below)  0.75  0.75 
 Amazon javelins  0.80  0.50 
3.2 Item Properties
Item properties of the same type are summed up first and then used in damage calculations.
Damage +X. This property is shown incorrectly on the character screen to affect Total Damage, but in reality it affects Weapon Damage (tested by Ruvanal).
Deadly strike. Deadly strike is checked only if a critical strike does not happen. Thus, deadly strike is useless if one has 100 % critical strike. Chances of deadly strike from different sources are summed up. Deadly strike above 100 % is as effective as 100 % deadly strike. If a deadly strike is scored by other than a player character, e.g. a mercenary, it doubles all damage types.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
Item Property  Affected Damage  Bonus Type  Damage Type  Value 

Ethereal  Base damage  Multiplier  Physical  1.5 
+X% Enhanced Damage on a Weapon  Weapon damage  Percentage Bonus  Physical  X 
+X% Enhanced Maximum Damage on a Weapon  Weapon damage  Percentage Bonus  Physical  Min: 0 Max: X 
+ X to Minimum Damage  Weapon damage  Direct Bonus  Physical  Min: X Max: 0 
+ X to Maximum Damage  Weapon damage  Direct Bonus  Physical  Min: 0 Max: X 
Adds XY Damage  Weapon damage  Direct Bonus  Physical  Min: X Max: Y 
Damage +X (see notes below)  Weapon damage  Direct Bonus  Physical  X 
+X% Enhanced Damage not on a Weapon  Total damage  Percentage Bonus  Physical  X 
+X% Damage to Undead  Total damage  Percentage Bonus  Physical  X 
+X% Damage to Demons  Total damage  Percentage Bonus  Physical  X 
+XY to Fire / Cold / Lightning / Magic Damage  Total damage  Direct Bonus  As described  Min: X Max: Y 
+X Poison Damage Over Y Seconds  Total damage  Direct Bonus  Poison  See Tao of Poison 
Deadly Strike (see notes below)  Final damage  Multiplier  Players: Physical Others: All  2 
Crushing Blow (see section Special Effects)         
Open Wounds (see section Special Effects)         
Deadly strike. Deadly strike is checked only if a critical strike does not happen. Thus, deadly strike is useless if one has 100 % critical strike. Chances of deadly strike from different sources are summed up. Deadly strike above 100 % is as effective as 100 % deadly strike. If a deadly strike is scored by other than a player character, e.g. a mercenary, it doubles all damage types.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
3.3 Skills
Skill property descriptions may slightly differ from those in the game.
Fire / Cold / Lightning / Magic Damage: +X percent. Skills that have one of these properties may either add a normal percentage bonus to total damage, or they may (1) add a physical damage bonus in total damage calculations and (2) convert all or a portion of physical damage into another damage type in the damage type conversion step. For example, Berserk (barbarian combat skill) first adds a physical damage bonus and then converts all physical damage into magical damage (including normal weapon damage and other physical damage, too).
Damage: +X. This ability increases only the minimum total damage, although the character screen reports it to increase both the minimum and maximum total damages.
Critical strike. A critical strike doubles total physical damage. The chance of critical strike can be increased by the amazon's Critical Strike skill and assassin/barbarian weapon masteries. If the critical strike is scored by other than a player character, the critical strike doubles all damage types.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
Skill Property  Affected Damage  Bonus Type  Damage Type  Value  Example Skill 

Damage Bonus: +X percent  Total damage  Percentage Bonus  Physical  X  Might (paladin offensive aura) 
Damage: X percent  Total damage  Percentage Bonus  Physical  X  Battle Cry (barbarian warcry) 
Damage: to Undead: +X percent  Total damage  Percentage Bonus  Physical  X  Sanctuary (paladin offensive aura) 
Fire / Cold / Lightning / Magic Damage: +X percent (see notes below)  Total damage  Percentage Bonus  (1) As described (2) Physical + Appropriate damage conversion  X  Berserk (barbarian combat skill) 
Elemental Damages: +X percent  Total damage  Percentage Bonus  Fire, Cold, and Lightning  Each element: X  Vengeance (paladin combat skill) 
Damage: +X (see notes below)  Total damage  Direct Bonus  Physical  Min: X Max: 0  Bash (barbarian combat skill) 
Fire / Cold / Lightning / Magic Damage: X  Total damage  Direct Bonus  As described  X  Cold Arrow (amazon bow and crossbow skill) 
Fire / Cold / Lightning / Magic Damage: XY  Total damage  Direct Bonus  As described  Min: X Max: Y  Ice Arrow (amazon bow and crossbow skill) 
Poison Damage: XY over Z seconds  Total damage  Direct Bonus  Poison  See Tao of Poison  Venom (assassin shadow discipline) 
Critical Strike (see notes below)  Final damage  Multiplier  Players: Physical Others: All  2  Critical Strike (amazon passive skill) 
X Weapon Damage (Skill damage modification)  Final damage  Multiplier  All  X  Multiple Shot (amazon bow and crossbow skill) 
Damage: +X. This ability increases only the minimum total damage, although the character screen reports it to increase both the minimum and maximum total damages.
Critical strike. A critical strike doubles total physical damage. The chance of critical strike can be increased by the amazon's Critical Strike skill and assassin/barbarian weapon masteries. If the critical strike is scored by other than a player character, the critical strike doubles all damage types.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
3.3.1 Double Throw Damage
Double Throw (barbarian combat skill) shows miscalculated numbers on the character screen. The damage it inflicts in reality follows the normal damage rules. (This was tested by colds/lemekim.)
3.4 Skill Synergy Bonuses
Synergy bonuses are always skill dependent, i.e. they increase the bonuses of that skill. The synergy bonuses work in two ways depending on whether the skill adds a percentage bonus or a direct bonus to total damage.
3.4.1 Skills That Add a Percentage Bonus to Total Damage
With skills that add a percentage bonus to total damage, such as Vengeance (paladin combat skill), synergy bonuses are added to the normal percentage effect of the skill.
Synergy Bonus  Affected Damage  Bonus Type  Damage Type  Value  Example Synergy Bonus 

+X% Damage  Total damage  Percentage Bonus  Physical  X  Synergy bonus of Bash (barbarian combat skill) from Stun (barbarian combat skill) 
+X% Fire/Cold/Lightning/Magic Damage  Total damage  Percentage Bonus  As described  X  Synergy bonus of Vengeance (paladin combat skill) from Resist Fire/Cold/Lightning (paladin defensive auras) 
+X% Elemental Damage  Total damage  Percentage Bonus  Fire, Cold, and Lightning  Each element: X  Synergy bonus of Vengeance (paladin combat skill) from Salvation (paladin defensive auras) 
3.4.2 Skills That Add a Direct Bonus to Total Damage
With skills that add a direct bonus to total damage, such as Poison Dagger (necromancer poison and bone spell), synergy bonuses multiply the skill bonus as follows:
Damage with Synergies = Damage without Synergies + Average Damage without Synergies x Sum of Synergy Bonuses / 100
3.5 Monster Bonuses
Monster attack damages listed in Arreat Summit's monster pages and the MPQ files are their normal damages. Monster bonuses that affect their attack damage are listed in the table below. Monster bonuses add many other effects, too, but they are not considered here. Thus, for example, the damage of sparks of a lightning enchanted boss is not included.
Monsters that do not have weapons use Weapon Damage = Base Damage.
Monsters that do not have weapons use Weapon Damage = Base Damage.
3.5.1 Champion Monster Bonuses
Monster Bonus  Affected Damage  Bonus Type  Damage Type  Value  Notes 

Champion monster, normal  Total damage  Percentage Bonus  Physical  100   
Champion monster, unknown  Total damage  Percentage Bonus  Elemental  Min: 50 Max: 75  It is unknown which champions use this bonus. 
Champion monster, berserker  Total damage  Percentage Bonus  Physical  300  The value is unconfirmed for 1.10. 
3.5.2 Unique Monster Bonuses
Many of the unique monster bonuses transfer to minions at lesser effects. Therefore, two values are listed: one for the unique monster and one for its minions.
(*) mlvl = Monster Level. The monster level of a unique boss monster is the base monster level +3. [] indicates rounding down.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
Monster Bonus  Affected Damage  Bonus Type  Damage Type  Value (Unique Monster)  Value (Minions)  Notes 

Extra Strong  Total damage  Percentage Bonus  Physical  200  100   
Aura Enchanted, Fanaticism  Total damage  Percentage Bonus  Physical  Fanaticism bonus  Fanaticism bonus / 2  Fanaticism level = [mlvl/4] (*) 
Aura Enchanted, Might  Total damage  Percentage Bonus  Physical  Might bonus  Might bonus  Might level = [mlvl/4] (*) 
Aura Enchanted, Holy Shock  Total damage  Direct Bonus  Lightning  Holy Shock bonus    Holy Shock level = [mlvl/2] (*) 
Cold Enchanted  Total damage  Percentage Bonus  Cold  Min: 100 Max: 150  Min: 50 Max: 75  Minions gain this damage bonus on all difficulties. 
Fire Enchanted  Total damage  Percentage Bonus  Fire  Min: 100 Max: 150  Min: 50 Max: 75  Minions gain this damage bonus on nightmare and hell difficulties only. 
Lightning Enchanted  Total damage  Percentage Bonus  Lightning  Min: 100 Max: 150  Min: 50 Max: 75  Minions gain this damage bonus on nightmare and hell difficulties only. 
Mana Burn  Total damage  Percentage Bonus  Mana  Normal: 360 Nightmare: 420 Hell: 528  Unknown (Probably 50% of the unique bonus)  Values are unconfirmed for 1.10. 
Spectral Hit, Fire, Cold, or Lightning  Total damage  Percentage Bonus  Fire, Cold, or Lightning  Min: 100 Max: 150  Min: 50 Max: 75  Damage type is randomly chosen. Minions gain this damage bonus on nightmare and hell difficulties only.

Spectral Hit, Poison  Total damage  Unknown  Poison  Unknown  Unknown (Probably 50% of the unique bonus)   
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
3.5.3 Monsters' Critical Strike
All monsters have a 5 % chance to score a critical strike with any attack. A monster's critical strike doubles the total damage of all damage types. For example, a lightning enchanted boss can score a critical hit with its sparks.
Game Effect  Affected Damage  Bonus Type  Damage Type  Value 

Critical strike, monsters  Final damage  Multiplier  All  2 
Edited