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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 in-game. But for unmodded game you can consult the table below:

WeaponStrength MultiplierDexterity Multiplier
Melee weapons (except as below)1.000
- Daggers0.750.75
- War hammer, Battle hammer, Legendary mallet
- Maul, War club, Ogre maul
- Great maul, Martel de fer, Thunder maul
1.100
- Assassin claws0.750.75
- Amazon spears0.800.50
Bows and crossbows01.00
Throwing weapons (except as below)0.750.75
- Amazon javelins0.800.50

3.2 Item Properties

Item properties of the same type are summed up first and then used in damage calculations.

Item PropertyAffected DamageBonus TypeDamage TypeValue
EtherealBase damageMultiplierPhysical1.5
+X% Enhanced Damage on a WeaponWeapon damagePercentage BonusPhysicalX
+X% Enhanced Maximum Damage on a WeaponWeapon damagePercentage BonusPhysicalMin: 0
Max: X
+ X to Minimum DamageWeapon damageDirect BonusPhysicalMin: X
Max: 0
+ X to Maximum DamageWeapon damageDirect BonusPhysicalMin: 0
Max: X
Adds X-Y DamageWeapon damageDirect BonusPhysicalMin: X
Max: Y
Damage +X (see notes below)Weapon damageDirect BonusPhysicalX
+X% Enhanced Damage not on a WeaponTotal damagePercentage BonusPhysicalX
+X% Damage to UndeadTotal damagePercentage BonusPhysicalX
+X% Damage to DemonsTotal damagePercentage BonusPhysicalX
+X-Y to Fire / Cold / Lightning / Magic DamageTotal damageDirect BonusAs describedMin: X
Max: Y
+X Poison Damage Over Y SecondsTotal damageDirect BonusPoisonSee Tao of Poison
Deadly Strike (see notes below)Final damageMultiplierPlayers: Physical
Others: All
2
Crushing Blow (see section Special Effects)----
Open Wounds (see section Special Effects)----
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.
 

3.3 Skills

Skill property descriptions may slightly differ from those in the game.

Skill PropertyAffected DamageBonus TypeDamage TypeValueExample Skill
Damage Bonus: +X percentTotal damagePercentage BonusPhysicalXMight (paladin offensive aura)
Damage: -X percentTotal damagePercentage BonusPhysical-XBattle Cry (barbarian warcry)
Damage: to Undead: +X percentTotal damagePercentage BonusPhysicalXSanctuary (paladin offensive aura)
Fire / Cold / Lightning / Magic Damage: +X percent (see notes below)Total damagePercentage Bonus(1) As described
(2) Physical + Appropriate damage conversion
XBerserk (barbarian combat skill)
Elemental Damages: +X percentTotal damagePercentage BonusFire, Cold, and LightningEach element: XVengeance (paladin combat skill)
Damage: +X (see notes below)Total damageDirect BonusPhysicalMin: X
Max: 0
Bash (barbarian combat skill)
Fire / Cold / Lightning / Magic Damage: XTotal damageDirect BonusAs describedXCold Arrow (amazon bow and crossbow skill)
Fire / Cold / Lightning / Magic Damage: X-YTotal damageDirect BonusAs describedMin: X
Max: Y
Ice Arrow (amazon bow and crossbow skill)
Poison Damage: X-Y over Z secondsTotal damageDirect BonusPoisonSee Tao of PoisonVenom (assassin shadow discipline)
Critical Strike (see notes below)Final damageMultiplierPlayers: Physical
Others: All
2Critical Strike (amazon passive skill)
X Weapon Damage (Skill damage modification)Final damageMultiplierAllXMultiple Shot (amazon bow and crossbow skill)
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.
 

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 BonusAffected DamageBonus TypeDamage TypeValueExample Synergy Bonus
+X% DamageTotal damagePercentage BonusPhysicalXSynergy bonus of Bash (barbarian combat skill) from Stun (barbarian combat skill)
+X% Fire/Cold/Lightning/Magic DamageTotal damagePercentage BonusAs describedXSynergy bonus of Vengeance (paladin combat skill) from Resist Fire/Cold/Lightning (paladin defensive auras)
+X% Elemental DamageTotal damagePercentage BonusFire, Cold, and LightningEach 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.
 

3.5.1 Champion Monster Bonuses

Monster BonusAffected DamageBonus TypeDamage TypeValueNotes
Champion monster, normalTotal damagePercentage BonusPhysical100
 
-
Champion monster, unknownTotal damagePercentage BonusElementalMin: 50
Max: 75
 
It is unknown which champions use this bonus.
Champion monster, berserkerTotal damagePercentage BonusPhysical300The value is unconfirmed for 1.10.
Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
 

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.

Monster BonusAffected DamageBonus TypeDamage TypeValue
(Unique Monster)
Value
(Minions)
Notes
Extra StrongTotal damagePercentage BonusPhysical200100-
Aura Enchanted, FanaticismTotal damagePercentage BonusPhysicalFanaticism bonusFanaticism bonus / 2Fanaticism level = [mlvl/4] (*)
Aura Enchanted, MightTotal damagePercentage BonusPhysicalMight bonusMight bonusMight level = [mlvl/4] (*)
Aura Enchanted, Holy ShockTotal damageDirect BonusLightningHoly Shock bonus-Holy Shock level = [mlvl/2] (*)
Cold EnchantedTotal damagePercentage BonusColdMin: 100
Max: 150
Min: 50
Max: 75
Minions gain this damage bonus on all difficulties.
Fire EnchantedTotal damagePercentage BonusFireMin: 100
Max: 150
Min: 50
Max: 75
Minions gain this damage bonus on nightmare and hell difficulties only.
Lightning EnchantedTotal damagePercentage BonusLightningMin: 100
Max: 150
Min: 50
Max: 75
Minions gain this damage bonus on nightmare and hell difficulties only.
Mana BurnTotal damagePercentage BonusManaNormal: 360
Nightmare: 420
Hell: 528
 
Unknown
(Probably 50% of the unique bonus)
Values are unconfirmed for 1.10.
Spectral Hit, Fire, Cold, or LightningTotal damagePercentage BonusFire, Cold, or LightningMin: 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, PoisonTotal damageUnknownPoisonUnknownUnknown
(Probably 50% of the unique bonus)
-
(*) 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.
 

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 EffectAffected DamageBonus TypeDamage TypeValue
Critical strike, monstersFinal damageMultiplierAll2
Edited