Bleeding: Difference between revisions

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==Mechanics==
==Mechanics==
Bleeding deals 70% of a [[hit]]'s physical damage dealt (before mitigation and [[damage taken]] modifiers) as physical damage over time for 5 seconds. Bleeding deals three times as much damage (210%) while the target is moving. This percentage is affected multiplicatively by ailment effect. Ailment damage cannot be scaled directly; however, it can be indirectly scaled by modifying the hit damage.
Bleeding deals ?% of a [[hit]]'s physical damage dealt (before mitigation and [[damage taken]] modifiers) as physical damage over time for 5 seconds. Bleeding deals three times as much damage (?%) while the target is moving. This percentage is affected multiplicatively by ailment effect/magnitude. Ailment damage cannot be scaled directly; however, it can be indirectly scaled by modifying the hit damage.


Bleeding does not stack; each instance of bleeding has an independent duration and only the highest damage instance of bleeding will deal damage.
Bleeding does not stack; each instance of bleeding has an independent duration and only the highest damage instance of bleeding will deal damage.
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[[Spell]]s cannot inflict bleeding. Additionally, bleeding can only be applied if the hit deals damage to the defender's life; damage dealt solely to [[energy shield]] will not inflict bleeding. The damage over time from bleeding bypasses energy shield and damages life directly.
[[Spell]]s cannot inflict bleeding. Additionally, bleeding can only be applied if the hit deals damage to the defender's life; damage dealt solely to [[energy shield]] will not inflict bleeding. The damage over time from bleeding bypasses energy shield and damages life directly.
==Aggravated Bleeding==
{{tooltip
| name                  = Aggravated Bleeding
| description            =  {{c|normal|Bleeding that has been Aggravated always treats the target as moving, dealing 200% extra damage.<br><br>Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duraiton expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards - each instance of Bleeding is Aggravated separately.}}
}}


==Version history==
==Version history==

Latest revision as of 05:09, 25 November 2024

Bleeding or bleed is a damaging ailment that deals physical damage over time.

Mechanics

Bleeding deals ?% of a hit's physical damage dealt (before mitigation and damage taken modifiers) as physical damage over time for 5 seconds. Bleeding deals three times as much damage (?%) while the target is moving. This percentage is affected multiplicatively by ailment effect/magnitude. Ailment damage cannot be scaled directly; however, it can be indirectly scaled by modifying the hit damage.

Bleeding does not stack; each instance of bleeding has an independent duration and only the highest damage instance of bleeding will deal damage.

The chance to apply bleeding depends on the amount of damage dealt. Critical strikes do not inherently always apply ailments, but they do indirectly affect the chance to apply ailments due to critical damage bonus affecting the damage dealt.

Spells cannot inflict bleeding. Additionally, bleeding can only be applied if the hit deals damage to the defender's life; damage dealt solely to energy shield will not inflict bleeding. The damage over time from bleeding bypasses energy shield and damages life directly.

Aggravated Bleeding

Aggravated Bleeding
Tooltip
Bleeding that has been Aggravated always treats the target as moving, dealing 200% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duraiton expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards - each instance of Bleeding is Aggravated separately.

Version history

Version Changes
Unknown
  • Introduced to the game.