Two numbers in, four out: how much you gained, what multiplier that is, and whether the difference is large enough to be worth what it costs.
Enter both figures to see the difference.
How much this matters
Nothing is saved or sent anywhere. Everything is calculated in this tab.
This is the whole game, and it is where nearly every misleading DPS comparison comes from. Path of Building will happily give you a figure under any set of assumptions you leave switched on, and it does not warn you that the two numbers you are comparing were calculated under different ones.
Load a build, note the damage, change an item, note it again. That is a valid comparison. Load your own build, note the damage, then load a ladder character's build and compare — that is not, because the second one arrived with its own config and almost certainly has buffs enabled that yours does not.
Before trusting any comparison, open the configuration tab on both sides and check the things that move the number most: enemy level and resistances, boss presets, whether flasks and charges are assumed active, and any conditional damage toggles.
The scale above is a judgement, not a law. It reflects roughly where a difference stops being theoretical and starts being something you notice while playing, which is a different threshold from the one where it becomes statistically real.
Inside the error bar of your own configuration assumptions. Any difference this small can be produced by a rounding choice or a slightly different flask uptime setting. Treat it as no change at all.
Real but invisible in play. Worth taking when it is free or nearly free, not worth reorganising a build for. Several of these stacked together do add up to something you can feel.
The range where boss kill times shorten noticeably and clear speed picks up. Most meaningful gear upgrades land here, and this is usually where currency is best spent.
Changes which content is comfortable rather than just faster. A jump this size usually comes from a build-defining unique or a genuine mechanical change, not from incremental gear.
Double or better. Verify it before believing it, because differences this large are far more often a configuration mismatch than a real result. If it holds up, it is a different build rather than an upgraded one.
A number on a screen and an experience in a map are related but not the same, and three things pull them apart.
If you already delete a pack of white monsters in one hit, doubling your damage does not make them die faster. It cannot. Extra damage only converts into clear speed while something is surviving your hits, which means a large increase can be genuinely worth nothing at all for mapping while being significant for bosses.
A forty percent gain that depends on a buff you hold for four seconds out of twelve is not a forty percent gain. Path of Building will show the figure with the buff active because that is what you configured, and it has no way of knowing how often you actually manage it.
Damage gained by dropping defences frequently reduces effective damage, because a character standing in the fight for eight seconds at a lower figure out-damages one that dies at three. The tooltip has no opinion about this. Your kill times will.
A thirty percent increase is thirty percent whether it cost two divine or two hundred, and the percentage alone will happily lead you into terrible purchases. Going from 100k to 130k and going from 1M to 1.3M are the same figure and wildly different propositions.
Before committing to an upgrade, divide the gain by the cost and compare that against the next option on your list. The cheapest fifteen percent is almost always a better purchase than the most expensive forty, and it leaves you with currency to buy the next one.
Occasionally a five percent gain is worth more than a fifty percent gain, and this is the part no calculator can see. It happens at breakpoints — the moments where a threshold is crossed and behaviour changes discontinuously.
Killing a common rare monster in one hit rather than two halves the time you spend on it, regardless of whether the underlying increase was five percent or fifty. The same applies to crossing a threshold that lets an ailment apply reliably, or that takes a boss phase from three casts to two.
Percentages are smooth. The game is not. Where you suspect a breakpoint is near, the relevant test is not the percentage but whether the thing you are trying to kill now dies in one fewer hit.
It compares two numbers you provide. It cannot verify that either is correct, cannot see your configuration, and has no idea whether the increase is worth what it costs. The band it reports is a rule of thumb about perceptibility, not a verdict on value.
The rest — overkill, uptime, defensive trade-offs, breakpoints and price — is the judgement the tool leaves to you, because it genuinely cannot be reduced to two input boxes.
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