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# Damage Bonus

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### From Diablo Wiki

A "Damage Bonus" is anything that modifies a characters "base damage" (The un-modified damage of a character with or without a weapon or skill)

All Damage Bonuses are cumulative totals which means that every single last raw addition of damage and every single last % addition of damage across your entire character is added together seperately before the game proceeds with any calculations.

There are 2 types of "Damage Bonuses" - Physical Damage & Elemental Damage.

Physical Damage bonuses are as follows;

Strength

Dexterity (Ranged Weapons)

Enhanced Damage %

+ Damage

Damage Vs. [Monster Type] %

Enhanced Minimum Damage %

+ Kick Damage (not used)

Max 1-Handed +Damage

Max 2-Handed +Damage

Minimum 1-Handed +Damage

Minimum 2-Handed +Damage

1H Minimum to Maximum +Damage

2H Minimum to Maximum +Damage

Damage to Undead %

Damage to Demons %

NV Damage % (Not Seen By the Player)

NV Passive Mastery Melee_DMG (Not seen by the player- Equivalent of +Damage)

Crushing Blow (1/10 Of Enemies "TOTAL" life on hit)

Deadly Strike ( x2 Damage )

Critical Strike (x2 Damage )

<CHARACTER SKILLS +DAMAGE>

<CHARACTER SKILLS DAMAGE%>

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Elemental Damage Bonuses are as follows;

+ Cold Damage (Min-Max)

+ Fire Damage (Min-Max)

+ Lightning Damage (Min-Max)

+ Magic Damage (Min-Max) (almost never used)

+ Poison Damage (Min-Max)

+ Maximum Cold Damage

+ Maximum Fire Damage

+ Maximum Lightning Damage

+ Maximum Magic Damage (almost never used)

+ Maximum poison Damage

Passive Cold mastery % (Increases all Cold damage)

Passive Fire Mastery % (Increases all Fire damage)

Passive Lightning Mastery % (Increases all Lightning Damage)

Passive Poison Mastery % (Increases all Poison Damage)

Passive Magic Mastery % (DOES NOTHING. UNUSED)

<CHARACTER SKILLS + DAMAGE>

<CHARACTER SKILLS DAMAGE %>

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This is how to calculate your damage;

X = base damage (unarmed Damage, OR your weapons Damage)

Y = + damage. Which is an unchanging unit of damage. For example; 100 is Equal to 100 When speaking of + damage. (This bonus comes from Skills and Item Bonuses).

B = Your Base Damage when your +Damage Modifier is added.

Z = % Damage after conversion. % Damage is a unit of damage which must be converted into a usable number. For example; 200 is equal to 2 (or 200/100 as all %'s

MUST be divided by 100) when speaking of % damage. (This damage bonus comes from Strength/Dexterity, Passive mastery %, Damage % and Skills)

A = Your Total True Damage

min = Minimum Damage

Max = Maximum Damage

NOTE: STRENGTH & DEXTERITY ARE EQUAL TO % DAMAGE. SO 10,000 STRENGTH/DEXTERITY IS 10,000% WHICH IS EQUAL TO A MULTIPLIER OF 100 (we can calculate this as

10,000/100 = 100)

ALSO: REMEMBER THAT SKILLS ADD % AND +DAMAGE. YOU WILL NEED TO ADD ALL OF YOUR % AND +DAMAGES TOGETHER INTO CUMULATIVE TOTALS BEFORE USING ANY FORMULAS SUCH AS THESE

A Basic Physical Damage Formula.

((#STR&DEX / 100 = Z)Xmin + Ymin = Bmin) B * Z = A min

((#STR&DEX / 100 = Z)Xmax + Ymax = Bmax) B * Z = A max

You Can use these formulas to calculate your "RAW" (Unmodified by external factors) Damage for any attack or skill which uses "physical Type" Damage. (This

includes ranged attacks as ranged attacks deal either "physical type" or "Elemental Type" damage.

Here is a basic formula for Elemental damage dealt with a weapon or when unarmed. (NOT your skills damage)

A Basic Elemental Damage Formula.

(NOTE THIS DOES NOT APPLY TO POISON DAMAGE AS POISON DAMAGE USES ITS OWN CALCULATION BASED ON A 25 FRAME PRINCIPLE AND MUST BE ADDED SEPERATELY TO OBTAIN TRUE POISON DAMAGE AKA. POISON DAMAGE PER "TICK")

((Passive Mastery % / 100 = Z) Xmin + Ymin = B min) B * Z = A min

((Passive Mastery % / 100 = Z) Xmax + Ymax = B max) B* Z = A max

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