Damage Form
There are 5 ways to deal damage in the game: Hit Damage, Damage Over Time (DoT), Secondary Damage, Damage Reflection, and True Damage.
Hit Damage
Hit Damage is usually dealt by Attacks or Spells and is settled each time. Unless specified, damage dealt by skills is Hit Damage.
The following mechanics can affect Hit Damage:
Accuracy and Evade, Armor, Critical Strike, conversion or addition of the type of damage dealt, conversion of the type of damage taken, Double Damage, Injury Transfer, Injury Buffer, Block, Damage Avoidance, Severe Injury.
Damage Over Time (DoT)
Damage Over Time effects deal damage to their targets continuously for a period of time.
The following mechanics can affect Damage Over Time:
Affliction, Reaping, conversion of the type of damage taken.
The following mechanics will not affect Damage Over Time: Accuracy and Evasion, Armor, Critical Strike, conversion or addition of the type of damage dealt, Double Damage, Injury Transfer, Injury Buffer, Block, Damage Avoidance, Severe Injury.
Secondary Damage
Secondary Damage is usually dealt as a side effect of certain actions, such as "Defeated enemies will explode".
Secondary Damage is neither Hit Damage nor Damage Over Time.
The following mechanics can affect Secondary Damage: Conversion of the type of damage taken, Armor, and Damage Avoidance.
Damage Reflection
Deals a certain amount of reflected damage to the attacker when the defender takes Hit Damage or Secondary Damage.
True Damage
True Damage is the final damage dealt based on a fixed percentage of other forms of damage.
True Damage is not further affected by most bonuses and ignores Resistance and Armor.