Iron Rune vs Elemental Runes
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 rune | Lesser Iron Rune (+14%) | Iron Rune (+16%) | Greater Iron Rune (+18%) | Perfect Iron Rune (+20%) |
|---|---|---|---|---|
| 30 | 26 | 23 | 21 | |
| 54 | 47 | 42 | 38 | |
| 86 | 76 | 67 | 60 | |
| 110 | 96 | 86 | 77 | |
| 24 | 21 | 19 | 17 | |
| 48 | 42 | 37 | 33 | |
| 71 | 63 | 56 | 50 | |
| 107 | 94 | 83 | 75 | |
| 33 | 29 | 25 | 23 | |
| 62 | 55 | 49 | 44 | |
| 92 | 81 | 72 | 65 | |
| 122 | 107 | 95 | 85 |
Best rune for each weapon type
| Weapon | Top plain base | Top perfect rare |
|---|---|---|
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.