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PoE1 - Not Thoroughly Tested
PoE2
Maximum Hit Taken
Health Pool
Max Survivable Hit
×
(Worst Case)
Hit Damage Received
Total Hit Damage
၀
Physical
Base Hit %
Fire
Base Hit %
Cold
Base Hit %
Lightning
Base Hit %
Chaos
Base Hit %
Damage Conversion
Fire
Phys taken as Fire %
Cold
Phys taken as Cold %
Lightning
Phys taken as Lightning %
Chaos
Phys taken as Chaos %
Phys taken as Random Element %
Random Element chooses
Fire
/
Cold
/
Lightning
uniformly.
Armour Values
Physical
Armour vs Physical
Fire
Armour vs Fire
Cold
Armour vs Cold
Lightning
Armour vs Lightning
Chaos
Armour vs Chaos
Unbreakable (15% Armour applies to Chaos)
Transcendence (Armour applies to ele instead of phys)
Imbalanced Guard (200% arm, max armour mitigation 50%)
Doryani's (Arm also applies to light, no effect of light res)
Defend With 200% of Armour
Goregirdle (200% Armour, Phys mitigation ≤ 50%)
Goregirdle Break-Even
△
(Avg Tot)
Max Armour Reduction Caps
Physical
Physical cap %
Fire
Fire cap %
Cold
Cold cap %
Lightning
Lightning cap %
Chaos
Chaos cap %
Resistances
Fire
Fire Resistance %
Cold
Cold Resistance %
Lightning
Lightning Resistance %
Chaos
Chaos Resistance %
Less Damage Taken
Physical
Phys Less Taken %
Fire
Fire Less Taken %
Cold
Cold Less Taken %
Lightning
Lightning Less Taken %
Chaos
Chaos Less Taken %
Flat Damage Taken
Physical
Phys Flat Taken
Fire
Fire Flat Taken
Cold
Cold Flat Taken
Lightning
Lightning Flat Taken
Chaos
Chaos Flat Taken
Reset
Damage Taken Statistics
Detailed Calculation
Show Min/Max
Main Chart
Chart Controls
X Min Hit
X Max Hit
X Splits (segments)
Y Damage Taken (max)
% Display (overall + per-type)
Mitigation %
Taken %
Show on main chart
Damage + %
Damage only
% only
Auto-zoom % axis (tight)
Auto-zoom padding (pct points)
Show max survivable hit marker