Titan Quest II

Titan Quest II

Not enough ratings
Complete Damage Conversion Guide
By Psixi
This guide explains how damage conversion works in Titan Quest 2, covering both (“100% Damage Converted to X”) and (“100% Weapon Damage Converted to X”) conversions, their priorities, and how they interact.
You’ll learn:

How conversion affects Base Factors and % damage bonuses.

The difference between conversion types.

What happens when multiple conversions are active.

The hidden rules and edge cases that cause unexpected results.
2
2
2
   
Award
Favorite
Favorited
Unfavorite
What is Damage Conversion?
Damage conversion changes one damage type into another, like Strike -> Lightning
It does this, before any damage multipliers are applied.
When converted, damage adopts the Base Factor and % Damage Bonus of its new type — it does not keep bonuses from its original type. As such there is no "double dipping".


Example:
Without conversion
  • 100 Strike Damage
  • Base Factor (Fitness): 1.28
  • Strike Damage Bonus: +90%
    = 100 × 1.28 × (1 + 0.90) = 243.2

If converted to Lightning:
  • 100 Lightning Damage
  • Base Factor (Cunning): 1.16
  • Lightning Damage Bonus: +39%
    = 100 × 1.16 × (1 + 0.39) = 161.24

Sources: Local vs Global
Damage conversion in Titan Quest 2 comes from two sources: local or global.
Understanding the difference is key, since local conversions always take priority over global ones.

Local Conversion

A local conversion happens when a skill or skill modifier specifies the conversion directly.
It only affects that skill’s initial damage/effect, and does not carry over to other skills (or even modifiers on the same skill) unless explicitly stated.

Examples:
  • Fissure: Spikes → 100% Hit Damage converted to Pierce
    • Will not convert Lava Fissure's Fire Damage

  • Primary Attack: Fire Explosion → 100% Damage converted to Fire
    • Will not convert Fragmentation's On Hit: Pierce Damage

  • Lightning Bolt → 120% Weapon Damage dealt as Lightning

  • Mark for Death → 10% of the Hit dealt as Vitality

Global Conversion

A global conversion comes from Sustained skills or Passive feats.
They can apply to multiple skills, but often only to those referenced appropriately (e.g. 100% Weapon Damage conversion with “Attack” or “% Weapon Damage” tagged skills).

Examples:
  • Preparation: Envenom → 100% Weapon Damage converted to Poison

  • Ring of Flame: Blazing Weapons → 100% Weapon Damage converted to Fire

Conditional Conversions

Some conversions are restricted by conditions. These will only apply within their clause.
    Local
  • Grenade → Poison Grenade: 100% Damage of Explosion and Burning Ground Damage converted to Poison
    • Will not convert Fragmentation's Pierce Damage
    Global
  • Volatile Concoction → Shadow Spell: 100% Damage of Shadow Spells converted to Fire
    • Will not convert Lethal Strike's Poison Explosion
Types of Damage Conversion
1. 100% Damage Converted to X Damage

Instances of this conversion:
    • Primary Attack: Fire Explosion: 100% Damage converted to Fire Damage
    • Grenade: Poison Grenade: 100% Damage of explosion and Burning Ground converted to Poison Damage


The rules of this conversion:
  • Affects only the skill’s direct damage, not independent sources of damage, or already locally handled conversions
  • Converts all damage into the new type. E.g. 23 Fire → 23 Poison

For “Attack” or “% Weapon Damage” tagged skills:

  • Converts the weapon’s base damage.

  • Converts +X Weapon Damage from items/skills (e.g. Vitality Drain, Stone Imbuement, Weapon Coating).

Note: Useful for focusing into a single damage type and scaling it, but comes at the cost of losing variety.





Ex.
Bow:
35-39 Pierce
• +5 Weapon Cold Damage
• +2 Weapon Fire Damage
  • Base Factor (Resolve): 1.28
  • Fire Damage Bonus: +89%
    • 100% Damage Converted to Fire







2. 100% Weapon Damage Converted to X Damage

Common on Sustained skills like Storm Nimbus, Earth Enchantment, Preparation.
Applies to all “Attack” tagged skills or skills using “% Weapon Damage.”

  • Applies to the weapon’s white number base damage only.
  • Does not convert "+X Weapon Damage" from items/skills — those keep their original type.
  • Does not affect modifiers with independent damage procs.

Note: Good when you still want to preserve bonus damage types (+X Weapon Vitality, etc.) for utility effects like lifesteal.









Example –build:
• Base Factor (Resolve): 1.27
• Cold Damage Bonus: +0%
• Fire Damage Bonus: +40%

Staff:
28-30 Cold
• +6 Weapon Cold Damage
• +3 Weapon Fire Damage









Mixing Multiple Conversions
When multiple conversions exist, the rules differ based on type.

1. 100% Damage Conversions with itself
  • Multiple “100% Damage → X” sources split evenly into a pool of 100.

    • 2 sources = 50% each

    • 3 sources = ~33% each

    • 4 sources = 25% each

  • Each split portion is scaled by its own damage type bonuses.

  • On hit, multiple damage types are dealt simultaneously.




Example –4 x 100% Damage Converted to (Fire, Poison, Pierce, Strike):
  • 100% Damage converted to Fire Damage (Fire Explosion)
  • 100% Damage converted to Poison Damage (Toxicity)
  • 100% Damage converted to Pierce Damage ( Fragmentation)
  • 100% Damage converted to Strike Damage ( Heavy Impact)

157 Damage
    Physical Damage Bonuses:
  • Base Factor (Fitness): 1.65
  • Strike Damage: +78%
  • Pierce Damage: +108%

    Thermic Damage Bonuses:
  • Base Factor (Resolve): 1.39
  • Fire Damage Bonus: +78%
  • Cold Damage Bonus: +78%

    Natural Damage Bonuses
  • Base Factor (Cunning): 1.42
  • Lightning Damage: +78%
  • Poison Damage: +78%







2. 100% Damage Conversion with 100% Weapon Damage Conversion
  • Local “100% Damage → X” always overrides any “100% Weapon Damage → X.”

  • The Weapon Damage conversion is ignored for that skill if a full Damage conversion exists.
Example:
  • Preparation → Blade Honing: 100% Weapon Damage → Pierce (Global)
  • Primary Attack → Fire Explosion: 100% Damage → Fire (Local)

Result =100% Fire




3. 100% Weapon Damage Conversion with itself
  • Two “100% Weapon Damage → X” of different types = split 50% each.

  • Each type scales with its respective damage bonuses.

  • On hit, you deal multiple types, but:
    • For ailments, the game chooses one type to apply — not both.


⚠️ Bug: Missing +X Weapon Damage Cancels Converted Type
Currently, if your weapon has no flat +X Weapon Damage value, that type can be removed when two full (100%) Weapon Damage conversions are applied.

Example – Cold damage disappearing
  1. Staff: 32–36 Cold Damage
  2. Storm Nimbus: 100% Weapon Damage → Cold
  3. Earth Enchantment: 100% Weapon Damage → Fire
In this case, your Cold damage is completely overwritten by the Fire conversion. You will no longer be dual damage type. This missing damage type, will result in a loss in damage.



4 Comments
sina 5 hours ago 
Wow. Thanks! I am still confused, but much less now. Thanks for the work.
Xaade 20 Aug @ 12:53am 
I suspected as much when I stopped getting vitality healing when I pick a default weapon damage override.
Allostasis 19 Aug @ 1:12pm 
Good work!
Jean 11 Aug @ 1:42pm 
Thanks.