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So if you have 400% increased already, and add another 50% increase, you go from x5 to x5.5, so 10% absolute change.
The different "increases" aren't necessarily completely equal though, as some further effects may not scale from all of them. E.g. it might be better to scale fire damage than to scale spell damage, if you're going for a burn-based build, as an ignite/burn might not always be considered to still be part of the "spell". You may also not be leeching on the first time you deal damage (or may stop leeching once you reach full life) etc.
Also note that those increases only add up in their respective mechanic, so "damage taken" is different from "damage (dealt)" and "attack speed". "Damage taken" isn't that common as a modifier, so typically doesn't suffer from as much diminishing returns as "damage".
thank you so much! some additional very good information, didnt consider that on full life i might not be leeching.
i have an explosive arrow build and i can easily run yellow t16 just by following the guide but i would like to try all the stuff that comes afterwards (uber bosses etc) so i guess i will try to understand poe crafting to that extend.
thank you again!
one more question though, one can craft increased damage on belts but since belts dont do damage (usually i suppose), is this a stat one can craft without it actually having an effect? or do all crafts always do something? I understand that without minions it doesnt make sense to have minion stats but is it possible to craft stats that dont do anything and would never do anything, because increased damage on a belt is wasted?
Or is this "increased damage" part of for instance "increased fire damage" or "increased damage with attack skills"?
which would mean that the "meta category" (increased damage) counts for all "sub categories" (increased fire/spell/attack etc damage)
cheers!
There are mods that don't do anything for a given character build (as in the minion example you mentioned). I don't know of any mod that inherently does nothing regardless of circumstances. I guess if you benchcraft "Can have up to 3 crafted modifiers" on an item that has only one empty slot (which thereby gets used up), that might count, but that's a very theoretical example. ;)
Modifiers like "increase damage" can be local (affecting only the item that has them) or global (not limited to that item). Unfortunately PoE does a catastrophically bad job of making players aware of this. If you have "increased damage" on a weapon, then that only applies to damage that you're doing with this weapon - it would not, for example, apply to spells like Fireball, whose base damage comes from the skill gem, not the weapon damage. But on items like belts or rings, "increase damage" is a global modifier, it applies to all damage you're doing.
This can be very useful if you're doing damage of many different types. But in my experience, due to the diminishing effects that The_Driver already mentioned, global "increase damage" modifiers are not a priority. Most builds also tend to focus on one particular type of damage, and getting higher increases and especially multiplicative modifiers (which explicitly include the term "more") for that type of damage is more important.
There's a similar situation with "+x% armor / evasion / energy shield" modifiers. On helmets, chests, gloves, and boots, they only affect that particular item. On amulets, they affect your global armor / evasion / energy shield rating - which can be pretty powerful, but will also be subject to diminshing returns if you have a lot of such increases from the skill tree already.
Regarding damage subgroups: "increase damage" refers to all types of damage, and "increase elemental damage" refers to fire, cold, and lightning damage (but not chaos or physical).