
Your Path of Exile character does not die because the monsters are too strong. It dies because your damage is too low, the fight drags on, and eventually something you could have killed in two seconds kills you instead. In Patch 3.29 "Curse of the Allflame," with pinnacle bosses and juiced Voyages demanding serious output, "how do I increase my DPS?" is the single most-searched question for anyone past the campaign — and most of the answers online are wrong about why one upgrade doubles your damage while another barely moves it.
This guide explains the real math behind damage scaling in PoE, in the order that actually matters: the "increased" vs "more" rule that governs every upgrade, why the character sheet lies to you, and the handful of levers — flat added damage, attack/cast speed, crits, and penetration — that turn a struggling build into a boss-deleter.
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Quick answer: how do you increase DPS in Path of Exile?
TL;DR — To increase your DPS in Path of Exile:
- Prioritise "more" multipliers over "increased" ones. All your "increased" damage adds together into one pool and is multiplied once; every "more" multiplier (mostly from support gems and ascendancies) is a separate multiplication on top. A single 40% "more" support usually beats stacking another 40% "increased" on the tree.
- Add flat damage early (good base weapon, added-damage supports, abyss jewels) — it gets multiplied by everything else, so it compounds.
- Buy attack/cast speed and crit (base crit multiplier is 150%) to raise hits-per-second and per-hit damage.
- Penetrate enemy resistance with penetration supports, Exposure, and curses — critical against bosses.
- Stop trusting the in-game DPS number and plan upgrades in Path of Building (PoB), the community-standard calculator.
The rest of this guide shows you how each lever works and which one to pull first.
Why "more" beats "increased" — the single most important rule
This is the rule that separates players who clear pinnacle bosses from players who get stuck in red maps. Path of Exile has two completely different kinds of damage multiplier, and they do not stack the same way.
"Increased" and "reduced" modifiers are additive with each other. Every point of "increased" damage — from the passive tree, your gear, jewels — gets summed into one big bucket, and that total multiplies your base damage once. So if you have 20% increased and 20% increased, you do not get 1.2 × 1.2 = 1.44×. You get 1.2 + 0.2 = 1.4×. As Maxroll's damage primer puts it, "all sources of 'Increased' damage applicable to your skill stack additively with each other."
"More" and "less" multipliers are each a separate, standalone multiplication. A "more" multiplier — which you get almost entirely from support gems and ascendancy nodes — is applied on its own stage, on top of everything else. Two 20% "more" multipliers give you 1.2 × 1.2 = 1.44×. Per Maxroll, "'More' damage multipliers are multiplicative and mostly gained from support gems."
The practical consequence is huge. When your passive tree already holds a few hundred percent "increased" damage, adding another 40% increased is a tiny fraction of your total pool — heavy diminishing returns. But a fresh 40% "more" multiplier from a support gem delivers its full 1.4× no matter how much you already have. The clear implication of Maxroll's own math example — where two 20% increased mods give only 1.4× while two 20% more mods give 1.44× — is that once your increased pool is already large, you should favour more multipliers.
What to do with this: look at your six-link first. Every support gem that says "more" is a direct, full multiplier. In 3.29, confirmed numbers from poedb include:
- Melee Physical Damage Support — 49% more melee physical damage at level 20 (cost: 10% less attack speed).
- Elemental Focus Support — 34% more elemental damage at level 20 (cost: your skill can no longer inflict elemental ailments like ignite or freeze).
Those are enormous multipliers that apply on their own stage. Picking the right four or five supports is almost always a bigger DPS jump than any single piece of gear.
Note that not every damage support is a "more" multiplier. Added Fire Damage Support, for example, grants 39% of your physical damage as extra fire damage at level 20 — that is added damage, not a multiplier, and it behaves completely differently (see the next section). Read the gem wording, not the icon.
How is DPS actually calculated in PoE?
For a hit-based build, the formula is simple:
DPS = hits per second × damage per hit × crit weighting.
- Hits per second comes from your attack speed or cast speed. Maxroll notes that "increasing your skills' hit rate is another way to improve your damage, commonly done through attack or cast speed." More attack/cast speed is effectively a DPS multiplier — if you swing twice as fast, you deal twice the damage over time.
- Damage per hit is your base damage (mostly from your weapon and added-damage sources) run through all your "increased" and "more" multipliers.
- Crit weighting factors in how often you critically strike and how hard those crits hit.
This is why the in-game character-sheet DPS number is only a rough guide. The Offence tab's DPS figure accounts for your crit chance, crit multiplier, and main-hand hit chance, but it does not model damage over time, ailment stacking (ignite, poison, bleed), many support-gem interactions, or any enemy context like resistance. For a damage-over-time or ailment build, the character sheet can be wildly misleading.
That is exactly why the entire community plans builds in Path of Building (PoB), the free offline calculator described on its project page as an "offline build planner for Path of Exile" that factors in "auras, buffs, charges, curses, monster resistances." Even poe.ninja states that its own site "DPS is calculated using Path of Building Community Fork." If you want to know whether an upgrade is real, you import your character into PoB and read the number there — not off the in-game panel.
Flat added damage: why your weapon matters most
Here is the lever most newer players underrate. Flat added damage is added to your base, and then multiplied by every "increased" and "more" modifier you have. That means flat damage — from a strong weapon, added-damage supports, or abyss jewels — scales with your entire multiplier stack.
The implication: early flat damage compounds. A weapon with a big physical or elemental roll, or an added-damage support socketed into your main skill, lifts the base that all your hundreds of percent of "increased" and your "more" multipliers then act on. This is why, for hit builds, your weapon base is usually the single highest-impact upgrade — doubling your flat damage roughly doubles your final hit, because every multiplier downstream now has twice as much to work with.
Practical order of operations for a hit build that feels weak:
- Fix your weapon first. A better base with more flat damage lifts everything.
- Lock in your "more" supports (the biggest multipliers you own).
- Add attack/cast speed to raise hits-per-second.
- Then fill out "increased" damage on the tree and gear.
Crits and penetration: the boss-killing multipliers
Two more multipliers matter enormously once you are fighting pinnacle content.
Critical strikes. A critical strike deals extra damage based on your Critical Strike Multiplier. The base crit multiplier in PoE is 150% — meaning a crit deals 150% of a normal hit, i.e. +50% damage. (There is no universal base crit chance; crit chance comes from your weapon and skill, then scales with "increased critical strike chance.") Stacking crit chance so you crit nearly every hit, plus crit multiplier to make those crits hit harder, is one of the strongest damage archetypes in the game.
Resistance penetration. Monsters — especially bosses — have elemental resistances, and a boss sitting at high fire resistance can shrug off most of your fire damage. Penetration directly counters this. As the PoE wiki describes it, penetration "reduces the target's effective resistance for determining the amount of damage dealt by the hit," and it "is a property of hits, so it cannot apply to damage over time." It can even push a boss's effective resistance below zero.
Penetration stacks with resistance-reduction effects, and together they are one of the biggest damage gains available against resistant targets:
- Penetration supports (e.g. Fire/Cold/Lightning Penetration) ignore a flat chunk of the target's resistance for your hits.
- Exposure applies a debuff that lowers the enemy's resistance to a given element.
- Curses like Elemental Weakness reduce the enemy's resistances directly.
Against a boss at 75% resistance, moving that effective value toward zero can more than double the damage you land — often a far bigger real-world gain than another gear swap.

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Does the 3.29 socket overhaul change any of this?
No — and it is worth saying clearly, because 3.29 "Curse of the Allflame" changed how gems are socketed and some players assume their damage math changed too. The official 3.29.0 patch notes state that "Item Sockets are now always White by default," that "Gems can now be Socketed into any Equipment Socket, even if the Gem Colour does not match the Socket Colour," and that "Socketed Gems now gain +10% to Quality in Red, Green, and Blue Sockets if the Gem colour matches the Socket colour."
Those are itemisation changes. They make it far easier to fit your ideal support-gem setup into your gear (no more fighting Chromatic Orbs for colours), and the matching-colour quality bonus can slightly raise a gem's quality-scaled stats — but the underlying increased/more/flat/penetration/crit math is untouched. Build the gem links the scaling rules tell you to; socketing them is just easier now.
How much DPS do you need for endgame?
There is no official number from Grinding Gear Games for how much DPS a build needs, so treat every figure you see as a community rule of thumb, not a hard requirement. As a rough community guideline, something in the low tens of millions of DPS comfortably handles most mapping and standard pinnacle bosses when paired with solid defences, while hundreds of millions is the territory of players who want to instantly delete Uber bosses. Your required number depends heavily on your defences and how long you can safely stay in a fight — a tankier character gets away with less DPS because it survives longer.
The honest answer: stop chasing an arbitrary DPS target and start removing the bottleneck. Import your character into Path of Building, read your real DPS against a boss with its resistances applied, and attack whichever lever in this guide is weakest — usually your weapon, your "more" supports, or your penetration.
If a specific pinnacle fight is a hard wall and you would rather secure the kill and the loot than spend a week re-gearing, that is exactly what a boss carry is for — our team runs the fight while you keep the rewards.
Frequently asked questions
What's the difference between "more" and "increased" damage in PoE? "Increased" and "reduced" modifiers all add together into one pool that multiplies your base damage once, so stacking them has diminishing returns. "More" and "less" modifiers — mostly from support gems and ascendancies — are each a separate multiplication applied on top, so they always deliver their full value. A 40% "more" multiplier is usually worth far more than another 40% "increased" once you already have a lot of increased damage.
Why is my in-game DPS number different from Path of Building? The character-sheet DPS is only a rough hit-DPS estimate. It ignores damage over time, ailment stacking, enemy resistances, and many support interactions. Path of Building accounts for auras, buffs, curses, and monster resistances, which is why the community treats PoB's number — not the in-game tooltip — as your real DPS.
How do I calculate my real DPS in Path of Exile? Import your character into Path of Building (the Community Fork), which pulls your gear, gems, and tree automatically, then read the Total DPS / combined DPS in the calcs panel. For accuracy against a specific boss, enable the relevant enemy settings so PoB applies that boss's resistances to your hits.
Does attack speed increase DPS? Yes. For hit-based builds, DPS is hits per second multiplied by damage per hit, so more attack speed (or cast speed for spells) directly raises how much damage you output over time. It effectively acts as a damage multiplier.
What is the base critical strike multiplier in PoE? The base Critical Strike Multiplier is 150%, meaning a critical strike deals 150% of a normal hit — an extra 50% damage. You raise it further with "increased critical strike multiplier" from gear, the tree, and gems.
Did the 3.29 socket-colour overhaul change damage scaling? No. Sockets being white by default, gems fitting any socket, and the +10% quality colour-match bonus are socketing changes only. They make building your ideal gem setup easier but do not alter the increased/more/flat/penetration/crit math.
Turn the math into real upgrades
Increasing your DPS is not about one magic item — it is about pulling the right lever: a stronger weapon to lift your flat base, the correct "more" supports, enough attack speed and crit, and penetration to carve through boss resistances. Once you know which lever is weakest, the fastest path is usually funding the exact upgrade that fixes it.
Need to push past a damage wall this league?
- Path of Exile boss carries & services — if a pinnacle fight is a hard wall, let our team run it while you keep the loot.
- Path of Exile currency — fund the weapon and gear upgrades that actually raise your damage.
- Divine Orbs — the premier trade currency for buying high-roll weapons and perfecting your gear.



