In Diablo 2 Resurrected your Character has many ways to deal Damage. To maximize your build's potential, you need to know how the game calculates all of these different sources. Whether you're swinging a weapon, or casting a spell, you have everything you need in this article to confidently determine your damage output.
Weapon Attack Damage
To determine the final Damage applied by a Weapon Attack you need to first layer the different bonuses to your Weapon's Damage in the correct order. The following table shows the correct order that Weapon Damage bonuses are applied, and what attack types benefit from these bonuses. Each row links to a description and additional information needed to understand it.
For Assassin Kick Skills and smite, Boots and Shields have Damage values that are used in place of the equipped Weapon's Damage.
Assassin Kick Skills are: dragontalon, dragontail, and dragonflight.
Base Weapon Damage
A Weapon's base Damage is determined by its item type. A Dagger has Minimum Damage of 1, and MaximumDamage of 4. This gives us a Damage range of 1 to 4.
Whenever a base Weapon is used in an attack that succeeds its Hit Check and is not Blocked / Dodged, it rolls a random number between your Min and Max and apply that to the target.
The base item type also determines the Attribute(s) that add +xx% Damage (Off Weapon) later in the Damage Calculation.
Spears gain +xx% Damage from 100% of the Character's Strength.
Short Bows gain +xx% Damage from 100% of the Character's Dexterity.
Claws gain +xx% Damage from 75% of the Character's Strength and 75% of the Character's Dexterity.
Base Weapon Damage for Assassin Kicks and smite are determined by the Boot and Shield that is equipped, instead of the equipped Weapon.
Ethereal Weapon Damage
Ethereal Weapons have a 50% bonus to their base Minimum and Maximum Damage values. The bonus values are rounded down, then applied to the base values.
An Ethereal Weapon'sDamage values are considered the item's base Damage values for future calculations.
A Maiden Pike has a Damage range of 23 to 55.
An Ethereal Maiden Pike has a Damage range of 34 to 82.
Ethereal Boots and Shields do not have increased Minimum and Maximum Damage values.
Unique Items can be Ethereal, unless they are normally Indestructible.
Specific Unique Items are Ethereal AND Indestructible.
etherealedge, shadowkiller, ghostflame, and wraithflight.
+xx% Enhanced Damage (On Weapon)
Enhanced Damage on Weapon increases the base Minimum and Maximum Damage values, after Ethereal bonus and before any other Damage modifiers. The bonus values are rounded down, then applied to the base values.
Our Ethereal Maiden Pike has a Damage range of 34 to 82.
A Vicious Maiden Pike has +40% Enhanced Damage, Increasing our Damage range to 47 to 114.
Boots and Shields cannot have +xx% Enhanced Damage (On Weapon), their +xx% Enhanced Damage is calculated as Off Weapon.
+xx% Enhanced Maximum Damage (On Weapon)
Enhanced Maximum Damage on Weapon increases the base Maximum Damage value, after Ethereal bonus and before any other Damage modifiers. The bonus values are rounded down, then applied to the base value.
To calculate the Weapon's Maximum Damage, you add this value to any source of +xx% Enhanced Damage (On Weapon).
There are only 3 items in the game that have this Stat, and they are Based on Character Level.
Messerschmidt's Reaver, hellslayer, and eaglehorn.
There are no Boot or Shield sources of +xx% Enhanced Maximum Damage.
+xx Minimum and Maximum Damage (Adds xx to xx Damage)
After Enhanced Damage (On Weapon), +xx Minimum and Maximum Damage increase their relevant value by a flat integer.
When the +xx Min / Max Damage is On Weapon, the stats displayed on the Weapon itself reflects this bonus.
+xx Min / Max on other items does not reflect on the equipped Weapon.
When an item would add Minimum AND Maximum Damage, the item displays this stat as Adds xx to xx Damage.
Example: War Traveler
If an item would add more Min Damage than Max, the two stats are displayed separately.
If +xx Minimum Damage would cause the Min Dmg > Max Dmg on a melee Weapon, the Max Dmg becomes Min Dmg + 1. This is not properly calculated on the Character Screen.
If +xx Minimum Damage would cause the Min Dmg > Max Dmg on a ranged Weapon, the Max Dmg is unchanged. This is not properly calculated on the Character Screen. The in-game item stat range shows the Min = Max, which is incorrect.
The D2Planner shows the correct item's stats: Hurlbat of Transcendence
44 Min to 34 Max Damage is = 34 Min to 44 Max for the purposes of determining the Damage value per attack.
On Two-Handed Weapons (excluding Swords), if the +xx Min = +xx Max, the item displays the stat as ONLY +xx Minimum Damage. The Weapon Damage values, and Character Screen shows the correct bonus to both Min and Max.
In LOD, The Cranium Basher shows +20 Minimum Damage, but the D2Planner shows this properly as Adds 20 Damage.
Boots and Shields do not benefit from +xx Min and Max Damage.
vengeance calculates its bonus Elemental Damage at this point.
Damage +xx
This stat adds it's integer value to both the Minimum and Maximum Damage values of a Weapon, before further Damage modifiers.
This damage increase is very powerful because it's added before the application of Off Weapon+xx% Enhanced Damage. The Character Screen does not properly display this.
This is added to the Min and Max Damage of Shields for smite calculations.
It does not apply to the bonus Elemental Damage for vengeance, but does change the Physical Damage calculation on the attack.
It is not applied to Kick Damage. Likewise, it does not apply to bladesentinel or bladefury.
There are only 4 sources of Damage +xx in the game, which are all on melee Weapons. As such, this cannot apply to Ranged attacks.
This value is the summed total of all sources of +xx% Damage that are Off Weapon. It is applied after the base Weapon Damage calculation, Enhanced DamageOn Weapon, and any integer value bonuses. There are many sources of +xx% Damage:
Combat Shrines: Add 200% Enhanced Minimum and Maximum Damage, for the length of its duration.
Items: Items in your non-Weapon slot, with Enhanced Damage are calculated into the sum for +xx% Damage.
Example: Lionheart
Skills: Any Skill used that adds +xx% Damage is added to this sum.
Example: strafe
Auras: While the Aura is active, any +xx% Damage is added to this sum.
Example: might, heartofwolverine
Debuffs: Sources of -xx% Damage (i.e. weaken) subtract xx% Damage from this sum.
Attributes: Each weapon class adds either Strength or Dexterity as +xx% Damage to this sum. The values in the below table are a percentage of the Attribute. If both Attributes are listed, then both calculate and add to this sum.
Strength: 80 would count 80% of your Strength total, as +xx% Damage.
Weapon Class
Strength
Dexterity
Unarmed
100
-
Amazon Bow
-
100
Amazon Javelin
80
50
Amazon Spear
80
50
Bow
-
100
Claw
75
75
Crossbow
-
100
Dagger
75
75
Hammer
110
-
Throwing Axe
75
75
Throwing Knife
75
75
All Other Melee Weapons
100
-
Boots
120
-
Shield
100
-
+xx% Damage to Demons / Undead
Damage to Demons and Damage to Undead works as another source of +xx% Damage Off Weapon, and is added to its sum in the above explanation, if the target is a Demon or Undead type monster, respectively.
If Damage to Demons / Undead is On Weapon, it still calculates as +xx% DamageOff Weapon.
Blunt Weapons all have +50% Damage to Undead as an automod.
Club
Hammer
Mace
Scepter
Staff
Wand
If the target is neither a Demon nor Undead, this stat does not add to our calculation at all.
Tip: All Act Bosses, the Mini Ubers, and Ubers are considered Demons. Laying of Hands often contributes the same total increase to Damage, as all other sources of +xx% Damage Off Weapon, combined.
This does NOT apply to Kicks and smite
Critical Hit Chance
After calculating the potential Weapon Damage range, the Hit Check is successful and is not Blocked / Dodged, the game then calculates if the attack is a Critical Hit. This doubles the total Physical Damage, and use this for future Damage modifications.
The four sources of Critical Hit Chance are Deadly Strike, criticalstrike, clawmastery, and Barbarian Masteries (swordmastery / axemastery / macemastery / polearmmastery / throwingmastery / spearmastery)
Since Deadly Strike (DS) is available as an item stat, the total DS chance is the summed total from equipped items.
DS on Weapon is only added when that Weapon is used to attack.
Since the Critical Hit Chance increases Physical Damage prior to conversion by Skills, this doubles the converted Damage portions of the following skills:
magicarrow
firearrow
coldarrow
lightningbolt
fistsoffire
berserk
For any attack with Deadly Strike and another source of Critical Strike the total percent chance to double your Physical Damage is calculated: (MCS = Mastery Critical Strike)
Barbarian Mercenaries, valkyrie, and irongolem have a 5% chance of applying a separate Critical Hit Chance. This can cause quadruple Damage, since they can also Crit from the first calculation.
The chance to quadruple is 0.05 * the calculated Critical Hit Chance.
All sources of Non-Physical Damage (Magic, Fire, Lightning, Cold, Poison) are summed from all sources and added to the attack. They are applied separately on the attack. Resistances, and monster Immunities each diminish these values individually, as well as the application of Skill based Non-Physical Damage later in the calculation.
Any Skill which adds Non-Physical Damage to their attack is included at this point of the calculation.
Example: firearrow
The Physical Damage conversion occurs later in this calculation, but the added Fire Damage from the skill is applied here.
This includes VengeanceElemental Damage from earlier in the calculation.
Vengeance damage is further increased by +xx% Skill Damage, whereas Non-Physical Damage from items, does not.
Magic Damage is arguably the "strongest" since so few monsters have Magic Resistance / Immunity.
Fire Damage is arguably the "weakest" since the most monsters in the game have Fire Resistance / Immunity.
Lightning Damage adds the highest Maximum Damage values, with the easiest to break Lightning Resistance / Immunity.
Cold Damage adds the lowest Damage values, but applies powerful Crowd Control affects via Cold Length.
The Character Screen incorrectly adds the total Poison Damage value to Weapon Damage, although the Damage is actually applied according to Bit Rate (per Frame).
As long as Poison Damage is applying Damage, monsters do not Regenerate.
+xx% Skill Damage
Any Skill that adds a Non-Physical Damage type to the attack is further increased by the stat +xx% Skill Damage. This does not apply to non-Skill Damage sources.
Applies to Fire, Lightning, Cold, and Poison Damage types.
Skills and Items have sources of +xx% Skill Damage:
Example: Rainbow Facet / firemastery
Applies to Skill Damage applied by a missile, but not every component of a Skill.
immolationarrow attack Damage is increased, but the wakes of Fire Damage caused by the Skill does not increase.
Firing an immolationarrow and then swapping to high +xx% Skill Damage items can increase the missile's Damage, as long as you swap before it collides.
Applies to enchant / venom / holyfire / holyshock / holyfreeze twice. It applies to the Skill's added Damage totals, and then increases the Damage dealt on attack.
Does not apply to Damage values for Summons.
This table details Skills that have Damage components which are NOT increased by +xx% Skill Damage.
Skill
+xx% Skill Damage
Component NOT Affected
armageddon
Fire
Ground Fire Wakes
immolationarrow
Fire
Ground Fire Wakes
moltenboulder
Fire
Ground Fire Wakes
% Conversion of Physical Attack Damage
Some Skills convert portions of the Physical Damage on an attack, into another Damage type. This occurs after determining Critical Hit Damage, and is not modified by Synergies or +xx% Skill Damage.
Skill
Damage Type
% Converted
berserk
Magic
100%
coldarrow
Cold
min(1 + (2 * sLVL) , 100)
firearrow
Fire
min(1 + (2 * sLVL) , 100)
fistsoffire
Fire
min(3 * sLVL , 100)
lightningbolt
Lightning
100%
magicarrow
Magic
sLVL%
Source Penalties
Some Skills only apply a percentage of the calculated Weapon Damage when used. This includes the Weapon Damage and Non-PhysicalDamage types.
Skill
Weapon Type
Weapon Damage %
bladefury
1-Handed
75%
bladefury
2-Handed
37.5%
bladesentinel
1-Handed
37.5%
bladesentinel
2-Handed
18.75%
bladeshield
All
25%
lightningbolt
Javelin
75%
multipleshot
Missile
75%
Unit Modifier
When a particular Unit type attacks another Unit type, there's a final Damage modification that results in percentile changes in the Damage total. This applies to all attacks made, and all Damage types, with 2 exceptions: Crushing Blow, and Open Wounds.
Evils refer to the Act Bosses, Mini-Ubers, and Ubers.
Defender vs Attacker
Evil
Player
Summon
Mercenary Normal
Mercenary Nightmare
Mercenary Hell
Evil
-
100%
100%
50%
35%
25%
Player
100%
17%
17%
17%
17%
17%
Summon
400%
100%
100%
100%
100%
100%
Mercenary
200%
100%
100%
25%
25%
25%
Skill Damage
For Skills that don't cause a melee or ranged attack, the Damage calculation is much more straight forward. The Skill's base Damage is then modified by any Synergy bonuses, and further modified by any +xx% Skill Damage, and then any Auras. We use moltenboulder as our example in this section.
Skill Level Damage
The base Damage of a Skill first scales with its Skill level (sLVL). This usually has a ranked scaling process, increasing or decreasing how much damage you get per additional point.
moltenboulder has 3 damage components:
Physical and Fire Damage which is applied when the boulder collides with an enemy.
Physical and Fire Damage which is applied when the boulder explodes in the radius of an enemy.
Fire Burn Damage which is applied when an enemy walks over the wakes of Fire.
Skill Level
1-8
9-16
17-22
23-28
>28
Min Physical Damage
4 * slvl + 2
7 * slvl - 22
10 * slvl - 70
13 * slvl - 136
16 * slvl - 220
Max Physical Damage
5 * slvl + 7
8 * slvl - 17
11 * slvl - 65
14 * slvl - 131
17 * slvl - 215
Min Fire Damage
4 * slvl + 2
7 * slvl - 22
10 * slvl - 70
13 * slvl - 136
16 * slvl - 220
Max Fire Damage
5 * slvl + 7
8 * slvl - 17
11 * slvl - 65
14 * slvl - 131
17 * slvl - 215
Min Fire Bit Rate Damage
24 * slvl + 16
28 * slvl - 16
32 * slvl - 80
36 * slvl - 168
40 * slvl - 280
Max Fire Bit Rate Damage
24 * slvl + 32
28 * slvl
32 * slvl - 64
36 * slvl - 152
40 * slvl - 264
Now let's use an sLVL of 20 to calculate each components' damage:
The base Damage of a Skill first scales with its Skill level (sLVL). This usually has a ranked scaling process, increasing or decreasing how much damage you get per additional point.
moltenboulder has 3 damage components:
Physical and Fire Damage which is applied when the boulder collides with an enemy.
Physical and Fire Damage which is applied when the boulder explodes in the radius of an enemy.
Fire Burn Damage which is applied when an enemy walks over the wakes of Fire.
Skill Level
1-8
9-16
17-22
23-28
>28
Min Physical Damage
4 * slvl + 2
7 * slvl - 22
10 * slvl - 70
13 * slvl - 136
16 * slvl - 220
Max Physical Damage
5 * slvl + 7
8 * slvl - 17
11 * slvl - 65
14 * slvl - 131
17 * slvl - 215
Min Fire Damage
4 * slvl + 2
7 * slvl - 22
10 * slvl - 70
13 * slvl - 136
16 * slvl - 220
Max Fire Damage
5 * slvl + 7
8 * slvl - 17
11 * slvl - 65
14 * slvl - 131
17 * slvl - 215
Min Fire Bit Rate Damage
24 * slvl + 16
28 * slvl - 16
32 * slvl - 80
36 * slvl - 168
40 * slvl - 280
Max Fire Bit Rate Damage
24 * slvl + 32
28 * slvl
32 * slvl - 64
36 * slvl - 152
40 * slvl - 264
Now let's use an sLVL of 20 to calculate each components' damage:
Min Physical Damage = (10 * 20) - 70 Min Physical Damage = 130 Min Fire Damage = (10 * 20) - 70 Min Fire Damage = 130 Min Fire Bit Rate Damage = (32 * 20) - 80 Min Fire Bit Rate Damage = 560
Max Physical Damage = (11 * 20) - 65 Max Physical Damage = 155 Max Fire Damage = (11 * 20) - 65 Max Fire Damage = 155 Max Fire Bit Rate Damage = (32 * 20) - 64 Max Fire Bit Rate Damage = 576
Synergies
Synergies add to one or more of a Skill's Damage component, as a percentage, per Skill point allocated to the Synergy Skill. Synergy Skill Level is referred to as bLVL.
For the majority of Skills, only Skill Points allocated to the Synergy Skill actually applies a bonus to the primary Skill. Any "soft" points, obtained from items or buffs do not give a Synergy bonus. There are few exceptions to this rule.
Example: sLVL from + to Skills for prayer acts as Synergy points for cleansing.
Some Synergies only apply to certain damage components of a Skill. For most Skills, maxing out all Synergy Skills is the easiest way to increase Skill Damage.
moltenboulder gains Synergy bonuses from volcano and firestorm.
Taking the above values, we add 160% of our base Fire damage to our calculated damage. This is a multiplier of 2.6. We add 200% of our base Physical Damage, this is a multiplier of 3.
Taking the above values, we add 160% of our base Fire damage to our calculated damage. This is a multiplier of 2.6. We add 200% of our base Physical Damage, this is a multiplier of 3.
Min Physical Damage = 130 * 3 Min Physical Damage = 390 Min Fire Damage = 130 * 2.6 Min Fire Damage = 338 Min Fire Bit Rate Damage = 560 * 2.6 Min Fire Bit Rate Damage = 1456
Max Physical Damage = 155 * 3 Max Physical Damage = 465 Max Fire Damage = 155 * 2.6 Max Fire Damage = 403 Max Fire Bit Rate Damage = 576 * 2.6 Max Fire Bit Rate Damage = 1497
+xx% Skill Damage
Sources of +xx% Skill Damage increase certain components of a Skill's Damage. +xx% Skill Damage is available on items and Skills.
Applies to Fire, Lightning, Cold, and Poison Damage types.
Applies after Synergy bonuses.
Skills and Items have sources of +xx% Skill Damage:
Example: Rainbow Facet / firemastery
Applies to Skill Damage applied by a missile, but not every component of a Skill.
immolationarrow attack Damage is increased, but the wakes of Fire Damage caused by the Skill don't increase.
Firing an immolationarrow and then swapping to high +xx% Skill Damage items can increase the missile's Damage, as long as you swap before it collides.
Applies to enchant / venom / holyfire / holyshock / holyfreeze twice. It applies to the Skill's added Damage totals, and then increases the Damage dealt on attack.
Does not apply to Damage values for Summons.
This table details Skills that have Damage components which are NOT increased by +xx% Skill Damage.
Skill
+xx% Skill Damage
Component NOT Affected
armageddon
Fire
Ground Fire Wakes
immolationarrow
Fire
Ground Fire Wakes
moltenboulder
Fire
Ground Fire Wakes
The 5% Fire Skill Damage from a Rainbow Facet increases moltenboulder's collision and explosion Fire Damage, but NOT the Fire wake damage, and NOT the Physical Damage component. 5% increase is a 1.05 multiplier. These values are from the previous Synergy calculation, with 20 sLVL and 20 bLVL for the relevant Synergy.
Calculating DPS
Calculating a Skill's Damage Per Second (DPS) requires you to assume a few variables, so the calculation is always theoretical in nature. For moltenboulder the Druid's FCR determines how quickly he can cast the Skill, but there is also a global cooldown between Skill uses, shown as "Delay".
To calculate DPS we must convert our Bit Rate Damage into seconds and assume a number of missiles, then add the Explosion Damage. Character Screen calculates with 3 missiles. We'll use this for the calculation, but understand that more than 3 missiles can affect a target depending on the circumstances. We'll assume slvl = 20, blvl for all Synergies = 20, and the Druid has 0 FCR%.
Physical + Fire Damage per second = ((# of missiles * bit rate * fire wake's frame length / 256) * 25 FPS / (Delay + Action Flag)) + Physical Damage + Fire Damage Min Physical + Fire DPS = ((3 * 1456 * 25 / 256) * 25 / (50 + 10)) + 390 + 338 Min Physical + Fire DPS = 905 Max Physical + Fire DPS = ((3 * 1497 * 25 / 256) * 25 / (50 + 10)) + 465 + 403 Max Physical + Fire DPS = 1050
Unit Modifier
When a particular Unit type attacks another Unit type, there's a final Damage modification that results in percentile changes in the Damage total. This applies to all damaging Skills.
Evils refer to the Act Bosses, Mini-Ubers, and Ubers.
Defender vs Attacker
Evil
Player
Summon
Mercenary Normal
Mercenary Nightmare
Mercenary Hell
Evil
-
100%
100%
50%
35%
25%
Player
100%
17%
17%
17%
17%
17%
Summon
400%
100%
100%
100%
100%
100%
Mercenary
200%
100%
100%
25%
25%
25%
A Player using a Skill against another Player only does 17% of the total Damage, before any other Damage Reduction modifiers.
An Evil using a Skill on a Summon deals 400% Damage, before any other Damage Reduction modifiers.
Damage Reductions
For Attacks and Skills, after their Damage values are calculated, the defending target's Damage Reductions then further modify the Damage before it's dealt.
We cover the exact mechanisms of each reduction type in our in-depth Damage Reduction post, but here you have a quick table that shows each source of Damage Reduction a target might have. These lower the total Damage they receive from an attack or Skill. Each modifier has either a ✔ or a - to indicate if it would reduce a source of that Damage type.
Modifier
Physical
Magic
Fire
Lightning
Cold
Poison
bonearmor cyclonearmor
✔ -
- -
- ✔
- ✔
- ✔
- -
energyshield
✔
✔
✔
✔
✔
-
Damage Reduced Magic Damage Reduced
✔ -
- ✔
- ✔
- ✔
- ✔
- -
xx% Resistance
✔
✔
✔
✔
✔
✔
-xx% Enemy Resistance1
-
-
✔
✔
✔
✔
xx% Absorb
-
-
✔
✔
✔
-
xx Absorb
✔
✔
✔
✔
✔
-
Excess Damage Reduced Excess Magic Dmg Reduced
- ✔
✔ -
✔ -
✔ -
✔ -
✔ -
-xx% Enemy Resistance is often misrepresented as being equivalent to +xx% Skill Damage. Reducing a target's Resistance to an incoming damage source often increases the total damage on that attack by multiple steps.
If an attack carried 1,000 Fire Damage and the target has 90% Fire Resistance, then the attack only deals 100 Fire Damage.
If you reduce their Fire Resistance with -10% Enemy Fire Resistance, they are left with 80% Fire Resistance. Our incoming attack would deal 200 Fire Damage, which is DOUBLE the damage. -10% Enemy Fire Resistance in this example is a 100% increase to Fire Damage.
If we take the same example and add +10% Fire Skill Damage, with the target having 90 Fire Resistance, then our incoming attack has 1,100 Fire Damage which is reduced to 110 Fire Damage. This is only a 10% increase to Fire Damage.
Summary
Damage calculations can be very complex, but understanding every component of an attack or Skill shows you your true Damage output, despite what the Character Screen says.
Attack Damage is layered in a very specific way. +xx to Min and Max Damage as well as Enhanced Damageon-Weapon are the most important stats to try and maximize.
Skill Damage is more straight forward, but calculating DPS requires you to assume a few variables. Damage output won't normally match the calculated potential.
Unit Modifiers and Damage Reduction affects all sources of Damage. Use this to your advantage when researching a target, or farming spot.
With this knowledge in hand, you're ready to min-max to the fullest. When making itemization choices, and Skill point allocations, make sure to look into each aspect of your Skills, to squeeze out every bit of Damage you can!