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Iron Rune vs Elemental Runes

Which weapon rune adds more damage, worked out from the rune and the weapon · Path of Exile 2✓ Checked against game files · 0.5.5
Perfect Iron RunevsPerfect Glacial RuneIron wins above75avg physical hit vs Perfect Glacial Rune
Perfect Iron RunevsPerfect Desert RuneIron wins above77avg physical hit vs Perfect Desert Rune
Perfect Iron RunevsPerfect Storm RuneIron wins above85avg physical hit vs Perfect Storm Rune

An Iron Rune raises a weapon's local physical damage by a percentage; a Desert, Glacial or Storm Rune adds flat elemental damage. The Perfect Iron Rune (+20%) adds more once the weapon's physical damage per hit, before % increases, averages more than 75 against the Perfect Glacial Rune, 77 against the Perfect Desert Rune, 85 against the Perfect Storm Rune (at 20% quality); attack speed doesn't change that. Counted over 173 weapon bases, the rune that adds the most on the plain base is Perfect Storm Rune on 146 of 173, Perfect Iron Rune on 27 of 173; on a perfect rare it is Greater Tempered Rune on 163 of 173, Perfect Iron Rune on 10 of 173, because the rare's % increases multiply flat physical damage too. Patch 0.5.5, from the game files.

Break-even physical hit for every pair of tiers

Average physical damage per hit of the weapon (base plus flat added, before % increases) above which the Iron Rune in the column adds more than the rune in the row. Below it, the elemental rune adds more.

Flat elemental or chaos runeLesser Iron Rune (+14%)Iron Rune (+16%)Greater Iron Rune (+18%)Perfect Iron Rune (+20%)
Lesser Desert Runeavg 5.030262321
Desert Runeavg 9.054474238
Greater Desert Runeavg 14.586766760
Perfect Desert Runeavg 18.5110968677
Lesser Glacial Runeavg 4.024211917
Glacial Runeavg 8.048423733
Greater Glacial Runeavg 12.071635650
Perfect Glacial Runeavg 18.0107948375
Lesser Storm Runeavg 5.533292523
Storm Runeavg 10.562554944
Greater Storm Runeavg 15.592817265
Perfect Storm Runeavg 20.51221079585

Best rune for each weapon type

WeaponTop plain baseTop perfect rare
bowPerfect Iron RuneObliterator Bow: Perfect Iron Rune +23.6Greater Tempered RuneObliterator BowObliterator Bow: Greater Tempered Rune +59.0
crossbowPerfect Iron RuneTrarthan Cannon: Perfect Iron Rune +32.2Greater Tempered RuneDesolate CrossbowDesolate Crossbow: Greater Tempered Rune +85.5
quarterstaffPerfect Iron RuneDreaming Quarterstaff: Perfect Iron Rune +42.0Perfect Iron RuneDreaming QuarterstaffDreaming Quarterstaff: Perfect Iron Rune +88.3
spearPerfect Storm RuneFlying Spear: Perfect Storm Rune +32.8Greater Tempered RuneFlying SpearFlying Spear: Greater Tempered Rune +92.3
one hand macePerfect Iron RuneMolten Hammer: Perfect Iron Rune +32.6Greater Tempered RuneMolten HammerMolten Hammer: Greater Tempered Rune +84.6
two hand macePerfect Iron RuneMassive Greathammer: Perfect Iron Rune +36.8Perfect Iron RuneMassive GreathammerMassive Greathammer: Perfect Iron Rune +72.6
talismanPerfect Iron RuneThunder Talisman: Perfect Iron Rune +34.5Greater Tempered RuneThunder TalismanThunder Talisman: Greater Tempered Rune +74.7

DPS added by one socket, 20% quality. Every weapon base page has the full table for that base.

How it is worked out

In a martial weapon the Iron Rune's stat is local_physical_damage_+% and the elemental runes' are local added fire, cold or lightning damage (game files: SoulCoreStats). Per hit, the Iron Rune adds P × r × 1.2 (P = physical hit before increases, r = its percentage, 1.2 = 20% quality), the elemental rune adds its average roll. Both are multiplied by the same attacks per second, so the break-even is P = average ÷ r ÷ 1.2.

Assumptions

  • Weapon tooltip damage only: elemental and physical damage scale differently with your passives, gear and skill.
  • Flat physical runes (Tempered) are multiplied by the weapon's % increases, so they have no fixed break-even; the per-base tables include them.
  • The game rounds physical damage per hit; the break-even ignores that rounding (a point either way).
  • Bonded rune effects and soul cores without a damage line are not compared.