Damage types
More actions
This article needs verification. (Specific reason: Identify the complete current set of player-facing damage types and client labels; which defenses apply to each; whether secondary effects are inherent to a type or supplied by individual attacks; and how mixed or converted damage is displayed.)
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Damage types identify the kind of harm dealt by an attack or effect. They matter because armor, attunement, resistance skills, wards, buffs, and other defenses may not treat every kind of damage alike.
The combat log and current tooltip are the safest places to identify the type used by a particular action. An attack's additional stun, slow, burn, poison, or other effect should not be assumed to come from its damage type unless the client or a current source says so.
Historical six-type model
An early official forum description grouped damage into six families:[1]
- Physical
- Magical
- Electrical
- Cold
- Heat
- Chaotic
That post is explicitly old and should not be used as proof that the list, names, resistance rules, or secondary effects are current. Modern skill and item tooltips use more specific terminology in places; the verification request above should be resolved before this becomes a definitive table.
Defense relationships
Different defensive statistics answer different questions. Damage Resistance and Maximum Damage Resistance describe recorded mitigation concepts, while Damage Avoidance concerns glancing blows. Magic-school attunement, individual resistance skills, cover, and effect-specific rules can also matter. Their order and coverage should not be inferred from similar names.
See also
References
- ↑ “Magic, Combat, and Crafting Skills”, official Shroud of the Avatar forums; obsolete pre-release design discussion retained for historical context.