Damage

**Damage** is done by hitting enemies with weapons, using skills or triggering effects from scrolls and ascensions. If the target has  Armor? or  Shields?, damage is usually applied to them first before dealing damage to  Health?.

Damage is always a factor of 2 different categories: The elemental type that the attack inflicts, and the damage types that the attack is boosted by. Other factors such as Critical Hits and Lucky Shots may also be included, but not always.

## Elemental Types

There are five different elements of damage that can be dealt: Normal,  Fire?,  Lightning?,  Corrosion? and  True?. Anything that does not explicitly deal one of the other damage types deals Normal damage.

 Fire?,  Lightning? and  Corrosion? additionally has a chance to inflict elemental effects in the form of  Burning?,  Shock? and  Decay?, respectively.

### Elemental Effectiveness

Each damage type has a certain amount of effectiveness towards different health types, increasing or decreasing the total damage.

When using the ✦ *Element share*(full text) inscription, the highest bonus is chosen (Example,  Fire? and  Lightning? will deal 150% to  Health? and  Shields?, but 75% to  Armor?).

### True Damage

 True? damage is unaffected by enemy health types, dealing full damage regardless of any damage penalties or damage reduction. However it also gains no advantage from increased damage or increased damage taken.

* Miasma? deals True damage for 5 seconds, based on the enemy's maximum  Health?, stackable up to 9 times.
* Electric Circuit deals True damage to other linked enemies based on damage dealt to the initial linked enemy.
* Bloody Drill inflicts Bleeding which does True damage over time directly to Health.
* Poisonous Ghost's  Weapon Skill? does True damage based on the enemy's current Health and  Shields?/ Armor?.
* Giant Slayer deals up to 2000 damage directly to Health depending on the target's current health percentage, making it highly effective with a high rate of fire against bosses.
* Final Judgment will inflict an  Instant Kill? on normal enemies below 15% Health, or bosses below 8%.
* Broken Gun grants a 15% chance that a hit will deal only 1 True damage.
* ◆ *25% instant kill on crit*(full text) will inflict an  Instant Kill? with a chance, but only on normal enemies.
* Bladed Cleave will inflict an  Instant Kill? on normal and elite enemies below 25% Health, or bosses below 15%.
* Ice Blade deals up to 5000 True damage with flying swords depending on the target's current health percentage.
* During Reincarnation Level 8 Challenge Events:
	+ One event causes all damage toward enemies beyond 12m to become 1 True damage.
	+ Another event allows  Foundry to deal True damage equal to enemy's total health upon a crit. The value can go over 999,999 during multiplayer.

## Damage Types

Damage types determine what is boosted by certain bonuses. Attacks will always belong to at least 1 damage type, but depending on what it is it can have more.

For example,  Tiger Cannon is a weapon that causes an  Explosion?. By being a weapon, it is boosted by bonuses to weapon damage. Additionally by inflicting explosions, it is boosted by both skill damage and explosion damage bonuses.

Another example,  Thunder Screen is a scroll that deals  Lightning? damage. Since it is not a weapon, it is boosted by skill damage. Additionally by having its elemental type be lightning, it is boosted by both elemental damage and lightning damage bonuses as well.

### Weapon Damage

Almost all damage caused by weapons is considered **Weapon** damage. It is the most common source of damage, and has the largest number of effects that boost it.

### Skill Damage

Anything that is not considered to be a weapon will deal **Skill** damage. Effects that deals skill damage are:

* Most skills (except for  Soul Strike and firing your weapons during  Dual-Wield and  Fatal Current).
* Anything that causes an  Explosion?, including weapons.
* Ascensions and occult scrolls that deal damage, such as  Nova Shockwave and  Thorny Carapace.
* Most inscriptions that cause extra hits, such as ● *50% Corrosion explosion on kill*(full text).

Note: Effects that boost a certain type of skill specifically, such as  Fulminous Zap,  Energy Sandals and  Skill Freak will only apply to those skills.

### Elemental Damage

Weapons and other effects that deal  Fire?,  Lightning? and  Corrosion? damage are grouped together as **Elemental** damage. Additionally all 3 elemental types have their own specific damage bonuses. All other weapons need a ◆ *Elemental DMG convert*(full text) inscription to deal elemental damage.

Multiple scrolls improve or interact with all three types of elemental damage:

* Elemental Relic increases elemental damage after killing an enemy under any elemental effect.
* Elemental Cube increases one elemental damage type, randomized after each reload.
* Elemental Convergence increases elemental damage for each nearby enemy under any elemental effect.
* Flame Shard,  Lightning Shard and  Corrosion Shard increase elemental damage for their respective element (Flame Shard increases Fire damage). This effect is doubled when under the respective elemental effect (Burning for Flame Shard for example).
* Elemental Power increases elemental damage and spreads elemental effects to a second enemy when inflicted.

 Crown Prince has several ascensions which improve elemental damage:

* Pyrodominance,  Electrodominance and  Acidominance increase damage dealt by their respective element
* Energy Echo allows  Energy Orb to deal elemental damage

### Explosion Damage

Attacks that hit enemies in an area of effect using an  Explosion? are considered **Explosion** damage. However not all attacks that hit enemies in an area of effect are boosted, such as  Leap,  Thunderclap Gloves and  Fire Tower.

*Main: Explosion*

## Critical Hits

Critical Hits are bonuses to damage dealt when hitting an enemy's weak spot.

*Main: Critical Hit*

## Lucky Shots

Lucky Shots are bonuses to damage dealt, caused randomly based on your Lucky Shot Chance.

*Main: Lucky Shot*

## Damage Modifiers

Damage Modifiers affect how much damage you deal in a large variety of ways.

*Main: Damage Modifiers*

## Notes

* Besides having a stat showing its element (if it's not non-elemental), a weapon's element can be seen as a color above the weapon card. Non-elemental is grey,  Fire? is red,  Lightning? is blue and  Corrosion? is green.
* Damage is capped at 9,999,999 (shown as 10,000,000 in run statistics) damage per hit, but may still be further increased through various means that ignore the limit.