Damage Increase
Damage Increase
Damage Increase (often abbreviated DI or +DI) is an item-property bonus that multiplies the damage a character deals on a successful melee, counter-attack melee, or ranged hit. The bonus is applied before the target's Resistances are calculated — meaning a 100% Poison damage attack still does 0 against a 100% Poison Resist target regardless of how much DI is stacked. DI is capped at 100% for both PvM and PvP from item sources, but the total damage bonus (combining DI + skill-and-stat bonuses + spells/buffs) is capped at 300%. DI is the single largest "DPS multiplier" in the game — every serious melee or archery build aims to cap DI at 100% from gear before optimizing other mods.
DI sources at a glance
| Source | Range / contribution |
|---|---|
| Crafted / imbued weapons | 1% – 50% |
| Reforged / artifact weapons | −40% to +100% |
| Imbued jewellery (rings, bracelets) | 1% – 25% |
| Artifact jewellery (Crimson Cincture-tier) | 5% – 75% |
| Hard cap (item sources) | 100% PvM and PvP |
| Total damage bonus cap (DI + skills + buffs) | 300% |
DI from gear (the 100% cap)
Item-side DI counts against the 100% cap. A character who has stacked their weapon (50%), main jewellery (25%), and a pair of artifact pieces to +100% is "DI-capped" — additional DI from new items provides no benefit.
The canonical capping pattern:
| Slot | Typical DI contribution |
|---|---|
| Weapon | 35–50% (imbued/crafted) or 50–100% (artifact) |
| Ring | 15–25% |
| Bracelet | 15–25% |
| Crimson Cincture | 10% (the canonical "jump" item) |
| Necklace / Earrings (Gargoyle) | 10–15% |
| Talisman (Slither, etc.) | 10–25% (Slayer-tagged) |
Sum to 100% — no more value from extra gear. This frees the rest of the build's mod budget for HCI, DCI, MR, LMC, and resists.
DI from skills and stats (above the cap)
A second tier of DI does not count against the 300% cap (per the canonical Five on Friday — June 1, 2007 reference). These come from skills, stats, and spells:
Tactics
Tactics is the universal melee damage multiplier — every weapon swing scales with it.
| Tactics skill | Tactics damage bonus |
|---|---|
| < 100.0 | Skill / 1.6 |
| ≥ 100.0 | Skill / 1.6 + 6.25 |
| At GM (100) | 62.5% + 6.25 = 68.75% total |
Lumberjacking (axe-only stack)
Lumberjacking buffs damage on axe-class weapons only:
| Lumberjacking skill | Damage bonus |
|---|---|
| < 100.0 | Skill / 5 |
| = 100.0 | Skill / 5 + 10 = 30% |
| +10% chance for 100% bonus damage at GM | "Lumberjack crit" bonus |
The Sampire build (axe + Lumberjacking + Bushido + Necromancy) is built specifically around this stack.
Anatomy
Anatomy is the second universal melee bonus:
| Anatomy skill | Damage bonus |
|---|---|
| < 100.0 | Skill / 2 |
| ≥ 100.0 | Skill / 2 + 5 = 55% at GM |
Strength (statistic)
Strength directly contributes to damage at high values:
| Strength | Damage bonus |
|---|---|
| < 100 | Strength × 0.3 |
| ≥ 100 | (Strength × 0.3) + 5 = 35% at 100 STR, scaling to ~42% at 125 STR |
DI from buffs and consumables
| Source | DI contribution |
|---|---|
| Bard Mastery Inspire | Up to +58% DI + +15% Damage Modifier per party member |
| Grapes of Wrath (consumable) | +35% DI as a temporary bonus (counts against the 100% cap and cannot exceed it) |
| Divine Fury (Chivalry) | DI bonus while active (Karma-scaled) |
| Enemy of One (Chivalry) | Damage multiplier vs. one creature type |
| Slayer weapon | 2× damage vs. matching slayer target (separate from DI) |
Grapes of Wrath is the canonical consumable-DI exception — its 35% counts against the 100% item cap and is wasted if you're already DI-capped.
The 300% total bonus cap
Even with full Tactics + Anatomy + Lumberjacking + Strength + Inspire stacking, the total damage bonus is capped at 300%. A baseline weapon swing with DI-capped gear, GM Tactics, GM Anatomy, GM Lumberjacking, 125 STR, and Inspire-buffed in a party can approach 300%. The cap is the canonical "ceiling" of the multiplicative bonus stack.
Removing DI from a weapon
The Whetstone of Enervation is a craftable consumable that removes the Damage Increase property from an Exceptional crafted weapon. Why bother removing damage?
| Use case | Reason |
|---|---|
| Free up an Imbuing slot | Items are limited to 5 properties — removing DI frees a slot for a more valuable property like Hit Lower Defense or Mana Leech |
| Pre-Imbuing weapon prep | Whetstone must be applied before Imbuing — once the weapon has been imbued, the Whetstone cannot work on it |
| Reset for an over-cap reforge | A Reforged weapon with native DI may have suboptimal mod allocation; remove the auto-DI and re-imbue with custom values |
The Whetstone-removed slot is usually re-filled with Hit Lower Defense (HLD), Mana Leech, or Hit Stamina Leech (HSL) — all of which are higher per-percentile-cost than DI for many builds.
Whetstone is a smith-craftable item; check the smithy menu under tools.
DI on jewellery
Imbued jewellery DI maxes at +25% per piece — practical jewelry stacks 2 pieces for +50% combined, leaving room for the weapon to deliver the remaining +50% to cap. Artifact jewellery (Crimson Cincture-tier) breaks the +25 per piece rule with up to +75% DI on a single artifact item — but those artifacts are rare-drop or quest-locked.
Imbuing DI
| Property | Max imbued intensity | Resources for the highest tier |
|---|---|---|
| Damage Increase (weapon) | +50% | 5 Enchanted Essence + 10 Citrine + 10 Crystal Shards |
DI is one of the highest-priority mods on a custom-imbued weapon. The 50% imbue cap on weapons + 25% on jewellery means a fully imbued character only needs 1 imbued weapon (50%) + 2 imbued jewelry (25% each = 50%) to be DI-capped before any artifact pieces.
Damage Modifier (separate property)
Damage Modifier is a separate-but-related property that applies a damage percentage after the target's resistances have been calculated. It's most commonly found on:
- Quivers (ranged-weapon-side multiplier)
- Bard Mastery Inspire (+15% Damage Modifier alongside DI)
Damage Modifier and Damage Increase stack independently — they are not the same property. DI is pre-resist; Damage Modifier is post-resist.
Build implications
| Build | DI strategy |
|---|---|
| Sampire | Axe (50% DI) + Crimson Cincture + jewelry → cap at 100; relies on Lumberjacking +30% over the cap |
| Pure Mage | DI from Inspire only (mages don't use weapon-DI items); spell damage scales with Eval Int, not DI |
| Archer | Bow (50% DI) + Quiver Damage Modifier + jewelry → cap at 100 + Damage Modifier on top |
| Throwing Gargoyle | Throwing weapon (50% DI) + Slither talisman (Slayer-tagged) + jewelry → cap at 100 + Slayer 2× |
| Bard / Bard-Warrior | Inspire mastery (+58% DI to party); the rare "DI source for non-self" |
Damage bonus vs damage modifier — the formal model
The Broadsword reference draws a finer-grained distinction than is commonly taught at the player-strategy level. Damage Increase is one subset of a two-tier model. Both tiers cap independently at 300%.
Tier 1 — Damage Bonus (additive)
The Damage Bonus is the additive contribution that scales the weapon's base damage. Final damage is:
Final Damage = Base Damage × (1 + Total Damage Bonus %)
Total Damage Bonus is the sum of:
- Tactics bonus — Tactics ÷ 1.6 (+ 6.25 if ≥ 100)
- Anatomy bonus — Anatomy ÷ 2 (+ 5 if ≥ 100)
- Lumberjacking bonus — Lumberjacking ÷ 5 (+ 10 if ≥ 100), axe-class only
- Strength bonus — Strength × 0.3 (+ 5 if ≥ 100)
- Damage Increase from items — capped at +100%
- Divine Fury (Chivalry) — a Karma-scaled bonus during the buff
- Bard Mastery Inspire — contributes both bonus and modifier
- Grapes of Wrath — temporary +35% counted against the 100% item DI cap
The 300% ceiling applies to the summed Damage Bonus. A typical max-stack:
- 100% item DI + 68.75% Tactics + 55% Anatomy + 30% Lumberjacking + 35% Strength @ 100 = 288.75% before consumables/spells
- Add Divine Fury and Inspire on top — the cap clamps at 300%
Tier 2 — Damage Modifier (multiplicative)
The Damage Modifier is a separate post-resist multiplier with its own 300% cap. It comes from completely different sources:
- Slayer properties — super slayers ×2, single slayers ×3 (single slayers alone reach the 300% modifier cap)
- Special Moves (the weapon-special multiplier from Tactics/Lumberjacking-driven specials)
- Bushido Perfection — +100% at max stack
- Chivalry Consecrate Weapon — exploits the target's lowest resist
- Chivalry Enemy of One — multiplier vs one creature type
- Mysticism Stone Form
- The shared-melee mastery Warrior's Gifts
- Bard Mastery Inspire — contributes a +15% Damage Modifier alongside its Damage Bonus piece
- Quiver "damage modifier" — archery-only, +X% via the quiver slot
Putting it together — a worked example
- Base weapon: a Double Axe with minimum base damage 15
- Damage Bonus stack: GM Tactics (68.75) + GM Anatomy (55) + GM Lumberjacking (30) + 100 STR (35) + 100% item DI = 288.75% ≈ 290% after item-DI math
- After bonus: 15 × (1 + 2.9) ≈ 59 (matches the canonical 15 + 44 = 59 example)
- Apply Damage Modifier: super slayer (×2) + Perfection at max (+100%) = up to 300% modifier
- Apply target's resist: 30% Physical Resist → damage × 0.7
- Final: 59 × 0.7 × 3 ≈ 124 damage per hit (rounded up)
This worked example matches the official Broadsword reference. The takeaway: the 300% caps on Damage Bonus and Damage Modifier compound multiplicatively — capping both stacks pushes damage to roughly (4 × 4 × resist factor) = 16× base damage before resists, the canonical maximum-DPS swing.
See also
- Tactics — the universal melee damage multiplier
- Anatomy — the +5%@GM damage bonus
- Lumberjacking — the +30%@GM axe-class stack
- Strength (statistic) — the STR×0.3 damage contribution
- Damage Types — what flavor of damage is being multiplied
- Slayer — 2× multiplier vs. matching creature type
- Imbuing — the +50% DI imbuing intensity
- Resistances — the defensive side that DI tries to overcome
- Skill Masteries — Bard Inspire mastery for party DI
- Special Moves — the weapon-special multiplier source
- Perfection — Bushido's +100% modifier ramp
- Consecrate Weapon — Chivalry lowest-resist exploit
- Enemy of One — Chivalry per-creature-type modifier