I believe the robust answer is Conversion from are tackled left to right in the character sheet from the ‘from’ perspective. That would mean from fire to any other is tackled first and from void to x is tackled last and it goes through once.
This was based on Mike’s answer of a similar question on the discord. Edit Going over this again i recall Mike being confused to the direction, if it was left to right or right to left. For now I am assuming right to left.
This is the usual way that LE handles conversions… its usually a one time conversion that doesnt chain. As to which is converted first… As per @nerdherdv02 comments - if @EHG_Mike gave the priority order then thats probably how it works.
Case a) Fire damage comes in.
→ These become Physical by Kilning Ardorned Idol, then Void by Ravenous Void, and finally Fire again [greatly reduced, of course] by Orian’s Eye.
Case b) Physical damage comes in.
→ These become Void by Ravenous Void, then Fire by Orian’s Eye, and finally Physical again [greatly reduced, of course] by Kilning Ardorned Idol.
Case c) Void damage comes in.
→ These become Fire by Orian’s Eye, then Physical by Kilning Ardorned Idol, and finally void again [greatly reduced, of course] by Ravenous Void.
If so, that’s all I wanted to know confirmed, thanks.
But that would be really bad if Fire [in this example] would be fully implemented in this way, but the other damage types would disregard/eliminate properties of (Legendary) Items.
Thanks for answering.
→ I only read here in the forum. [Maybe EHG could/should spread the more important statements here in the forum too?[
So that means, if I would use for example ONLY the legendary “Orian’s Eye” and it would get Void damage in I could save the Void resistances because it would be converted to 100%.
But if I would wear the legendary “Orian’s Eye” AND the legendary Ravenous Void Gloves as a second example, I would need void resistances again because of the physical-to-void conversion.
25% of Physical damage taken is converted to void.
100% of Void damage taken is converted to fire.
Fire damage taken is converted to physical at the percentage rate that you have on idols.
No damage is converted twice. So, if you have all 3, you’ve really just redistributed the incoming damage types in a weird way. It’s generally not overly useful to have all 3.
If we were to add multiple conversion support, we would have to make absolutely sure that cyclical chains weren’t possible. This would restrict the options we have in making items and create a design debt that we just don’t like having.
Chaining multiples together to force all damage into one type and then stacking special DR for it would be cool but it would only work in very very specific ways and for performance sake would probably require us to have one line that it takes. So for example, if you had Fire → Void → Physical, it would work but if you went Fire → Cold → Physical it wouldn’t because let’s say the cold to physical happens before the fire to cold. Then we have this huge amount of edge cases that people need to study to see if the combo they want to use works.
Keeping it as one conversion only makes things much more easy to understand as there is only one extra rule you need to know:
From memory, conversion from items overrides conversion from skill nodes which given what Mike said, means that the item conversion happens first. But that’s a relatively easy thing to test, take the node & equip the gloves & see whether you get ignites or not.