Gain extra dmg or flat dmg on weapon ?

Hi,

I was wondering how exactly does the "gain dmg as extra X dmg" mod works and how better/worst it is than flat dmg on a weapon ?

I'm looking for an upgrade for my talisman but it seems flat dmg is more expensive than flat dmg on trade. But is it actually better ? Or does it dépends ? How can i math the gain extra to have an Idea of my actual dmg, cause as I understand it, it doesn't work in the dmg tooltip of my attacks
Last bumped18 янв. 2026 г., 08:57:41
You can check out Woolie on youtube for a brief explaination of dmg conversion in poe 2.
Generally you need a high base stats of atk to gain the most amount from “gain extra X dmg” but the base dmg need to be different from the extra kind of dmg. You can try PoB to test which one is better.
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XxxPssySlayerxxX#5201 написал:
You can check out Woolie on youtube for a brief explaination of dmg conversion in poe 2.
Generally you need a high base stats of atk to gain the most amount from “gain extra X dmg” but the base dmg need to be different from the extra kind of dmg. You can try PoB to test which one is better.



Thanks for the quick response ! And helpful too, just watched the vidéo and I wish I said it was all clear now, but as always PoE isn't as it seems... But it helped me understand the basis and even better how armour works too !
Flat is alwas better on every item.
The damage formula order is:

Base damage added together
Skill gem base multiplier
Conversion from skill
Conversion from other sources
Gain As
Increased %Damage
Crit
More/Less

In most cases, such as here, Gain As is derived from the total damage of all types, rather than just e.g. Cold.

In the majority of cases, flat damage of the types that benefit you the most is priority #1, then depending on build either +%physical or +%elemental damage with attacks, and then Gain As.

In most cases - there are exceptions - going all in on flat damage is quite safe and simple of an option, as even though it often isn't the perfectly optimal setup, it's usually not far behind from that.

So, when would you want Gain As? It's usually when you want to maximize particular type of damage and here of course e.g. your skill damage conversions matter. If, for example, you want to apply Shocks as fast as possible and your passive tree includes some %increased lightning damage, then having Gain % of Damage As Lightning Damage is often good, esp if your skill doesn't do significant converting to lightning. The flat damage additions on weapons are still so high that usually they take the priority, but you can ofc have both flat lightning and lightning gain as.

Physical damage is also often likewise maximized to e.g. facilitate fast armour break.

Regarding the roll amounts, lets consider a simplified example:

The Marauding Mace deals an average of 67.5 physical damage as its inherent weapon base damage.
You have no other sources of added damage and your skill gem has no conversion to different types and has no damage bonus.
You add a max roll Gain As Lightning roll to the weapon (20%).

Now you do:
67.5*1.2 = 81 total damage.

While the average damage from a max roll flat Lightning would be 123.

However, due to how the scaling etc works, once you already have multiple flat damage sources and conversions and other multipliers, the situation changes.

Often the total net loss of damage in a real build for flat lightning + gain as lightning instead of say, flat lightning + flat fire damage, is small or negative, due to how the scaling works, and depending on e.g. your %increases for lightning damage.

Essentially, as a rule of thumb, you get the best outcome by having 60% of damage prefixes on flat damage; 30% of them as %increased damage; 10% as Gain As.

Numbers kinda made up, just a ballpark. Essentially, saying that due to how the numbers work out, you can have Gain As and have a net benefit from it, but you only want like, 1 or maybe at most 2 (if the other is the Rune and the other is a weapon prefix. You probably never want to use 2 weapon prefixes for Gain As).

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