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From the Codex of Ultimate Wisdom

Damage Increase

A folio of the realm

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
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:

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:

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

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