I have been using the Last Epoch Gamepedia as a resource to figure out damage calculations, but the calculations page definitely needs more work. For the moment, I’m looking into spell damage, so I was hoping to break down damage calculations into something that is intuitive and gives a more concrete answer instead of leading to more questions.

This is how I think the damage formula goes. Note that I am not taking critical hits or the 25% damage variance into account.

First is the spell’s base damage. Raw, no passive bonuses, no skill bonuses.

**X skill has 15 base damage**

Then is flat damage brought by either skill nodes or passive nodes.

**Passives give 5 base damage bonus, so first calculation is 15 + 5 = 20 damage**

Then is “increased base damage bonus” like there is on wands.

**If you have 200% base damage due to a really nice wand, it’s 20 damage * 3 = 60 damage**

Then is a combination of % increase on skill nodes, % increase on passive nodes, % increase due to stats, and % increased in the damage type you’re dealing.

**You have 25 INT leading to 100% increased damage. This is added by 100% passive nodes, 100% skill nodes, and an additional 100% physical damage.
60 damage * 5 = 300 damage**

Finally you have the “more” damage multipliers that explicitly say they are multiplicative with other factors

**If you have a 20% multiplier, that’s 300 damage * 1.2 = 360 damage**

Would that make the formula the following:

**Damage = (Base damage + flat damage) * (1 + %increased base damage) * (1 + (%increased damage skill nodes + %increased damage passive nodes + %increase damage due to stats + %increase damage type) * (1 + %damage multiplier)**?

Having something like that, where people can connect what they have in gear and passives and calculate things out that way, is a much better way of putting it than what is currently listed in the damage calculation section of Gamepedia.