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(Created page with "'''Ailments''' are a type of debuff associated and applied by one or more damage types. Ailments normally distinguish themselves from other debuffs by being applied by hits, which allows them to check conditions on the enemy, and vary their effect or duration based on damage instead of having a predetermined value from a skill or modifier. Frozen, ignited, and shocked are the default ailments of cold, fire, and lightning d...")
 
 
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'''Ailments''' are a type of [[debuff]] associated and applied by one or more [[damage type]]s. Ailments normally distinguish themselves from other debuffs by being applied by [[hit]]s, which allows them to check conditions on the enemy, and vary their effect or duration based on [[damage]] instead of having a predetermined value from a [[skill]] or [[modifier]].
{{Tooltip info
| name                  = Ailments
| description            = Ailments are a family of common [[Debuff|Debuffs]] associated with specific damage types. The list of Ailments is: [[Bleeding]], [[Ignite]], [[Chill]], [[Freeze]], [[Shock]], [[Electrocute]], and [[Poison]].
}}
{{Tooltip info
| name                  = Damage Contributing to Ailments
| description            = By default, specific [[Ailments]] are calculated based on only specific [[damage type]]s, such as only the [[Fire]] damage of a [[Hit]] mattering when inflicting [[Ignite]].<br><br>Allowing another damage type to contribute to an [[Ailment]] means that all damage of the relevant types is summed when performing calculations for that [[Ailment]].<br><br>For [[Ailments]] that use [[Hit]] damage to determine [[Ailment]] chance or buildup, this means that the damage type becomes capable of inflicting that [[Ailment]]. For [[Ailments]] that only use [[Hit]] damage to determine [[Ailment]] [[Magnitude]] (i.e. [[Bleeding]] and [[Poison]]), you still need a way to apply those [[Ailments]] (e.g. a source of [[Bleeding]] or [[Poison]] chance).
}}
 
'''Ailments''' are a type of [[debuff]] associated with specific damage types. Damaging ailments [[damage over time]].
 
Damaging ailments: [[bleeding]], [[poison]], and [[ignite]].  
 
Non-damaging ailments: [[chill]], [[freeze]], [[shock]] and [[electrocute]].
 
==Mechanics==
The chance for most ailments to be applied generally depends on the amount of damage dealt before [[mitigation]] compared to the defender's ailment threshold value. A player's base ailment threshold is based on half of their maximum [[life]]. This scaling is different for monsters; unique monsters with extremely large life pools may have a reduced relative ailment threshold.
 
[[Chill]] will always be applied as long as the damage meets the minimum ailment threshold to not be discarded, though its [[slow]] magnitude scales with the ailment threshold formula.
 
The chance to inflict [[poison]] or [[bleeding]] is based on a static numerical chance instead rather than being calculated via the ailment threshold formula.
 
The chance to inflict an ailment is multiplicative against the chance to avoid an ailment. If the defender has 100% chance to avoid an ailment, they cannot be inflicted with that ailment, even by constant [[ground effect]]s that usually bypass ailment avoidance chance.


[[Frozen]], [[ignited]], and [[shocked]] are the default ailments of [[cold]], [[fire]], and [[lightning]] damage respectively. Critical strikes with those elements have a 100% chance to deal their respective ailments.
==List of ailments==
==List of ailments==
[[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are referred to as elemental ailments because they are associated with [[elemental damage]] types. [[Bleeding]] and [[poison]] are non-elemental ailments.
[[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are elemental ailments. [[Bleeding]] and [[poison]] are non-elemental ailments.


{| class="wikitable sortable" style="text-align: center;"
{| class="wikitable sortable" style="text-align: center;"
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[[File:Bleed status icon.png|link=Bleeding]]
[[File:Bleed status icon.png|link=Bleeding]]
| Physical
| Physical
| style="text-align: left;" |[[Bleeding]] can only be inflicted by [[Physical damage|physical]] damage from [[attack]]s. Bleeding enemies take physical damage over time, at 70% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 140% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds.
| style="text-align: left;" |[[Bleeding]] can only be inflicted by [[Physical damage|physical]] damage dealt to [[Life]]. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds.
| {{No}}
| {{No}}
| {{Yes}}
| {{Yes}}
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| [[Freeze]]
| [[Freeze]]
[[File:Freeze status icon.png|link=Freeze]]
[[File:Freeze status icon.png|link=Freeze]]
[[File:Frozen status icon.png|link=Freeze]]
| Cold
| Cold
| style="text-align: left;" |[[Freeze]] prevents the affected target to move or act for a duration. The base duration is 4 seconds.
| style="text-align: left;" |[[Freeze]] prevents the affected target to move or act for a duration. The base duration is 4 seconds.
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| [[Shock]]
| [[Shock]]
[[File:Shock status icon.png|link=Shock]]
[[File:Shock status icon.png|link=Shock]]
| Cold
| Lightning
| style="text-align: left;" |[[Shock]] interrupts the target's actions and prevents them performing any action. The base duration is 5 seconds.
| style="text-align: left;" |[[Shock]] causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds.
| {{Yes}}
| {{Yes}}
| {{No}}
| {{No}}
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| [[Electrocute]]
| [[Electrocute]]
[[File:Electrocute status icon.png|link=Electrocute]]
[[File:Electrocute status icon.png|link=Electrocute]]
[[File:Electrocuted status icon.png|link=Electrocute]]
| Lightning
| Lightning
| style="text-align: left;" |[[Electrocute]] causes the affected target to take up to 50% (TBC) increased damage from all sources, based on the [[lightning damage]] of the hit. The base duration is 4 seconds.
| style="text-align: left;" |[[Electrocute]] causes the affected target's action speed to drop to 0, effectively immobilizing a target.
| {{Yes}}
| {{Yes}}
| {{No}}
| {{No}}
|}
|}


===Damaging ailments===
{{c|mod|Damaging Ailments}} are ailments that deal [[damage over time]]. [[Bleeding]], [[poison]], and [[ignite]] are damaging ailments. The remaining ailments, [[Chill]], [[freeze]], [[shock]] and [[Electrocute]] are {{c|mod|non-Damaging Ailment}}s.
==Mechanics==
Ailments area family of common [[debuff]]s associated with specific damage types. Modifiers to [[skill effect duration]] affect the duration of debuffs applied by skills, but not the duration of ailments.
There is no limit on the number of different ailments a target can have at any given time.
===Application by damaging hits===
Ailments are typically applied by [[hit]]s comprised of their associated [[damage type]]s.
Each ailment is associated with one or more damage types. A damaging hit can inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage can inflict bleed, poison and ignite. (However, each ailment's damage/non-damaging effect magnitude is based on only the damage value of the damage types that inflicted it.) Bleed has an additional restriction: It can only be applied by [[attack]]s.
A damaging hit also carries a "chance to inflict" each ailment. This roll must be met after the hit is determined to have the correct damage type to inflict the ailment. By default:
* Hits have 100% chance to inflict {{stl|Chill}}.
* Critical strikes have 100% chance to inflict {{stl|Ignite}} and {{stl|Shock}}.
* The base chance to inflict all other ailments is 0%. This can be increased by many [[passive skill]]s and equipment [[modifier]]s. Some [[active skill|skill]] and [[support gem]]s include modifiers that grant additional chance to inflict certain ailments.
Enemies which take no damage (in general, from the hit damage, or from the damage types that can inflict the ailment) cannot have ailments inflicted upon them from hits. For example [[Chaos Inoculation]] will prevent application of poison via chaos damage, but will still allow being poisoned by physical damage.
Targets may also have immunity or a chance to [[avoid]] certain ailments. These are multiplicative with the player's chance to inflict ailments on the target; 100% Avoidance and Immunity will take priority over sources of {{c|mod|Always inflict <Ailment>}}.
To summarize, an ailment is applied to the target if:
* The hit damage taken consists of damage types that have the potential to inflict the ailment
* The chance to inflict the ailment is successful
* The ailment's effect and/or duration are calculated to be at least the minimum allowed for that ailment type
* The target fails to avoid the ailment
* The target is not immune to the ailment
* Any other conditions are met
===Application by other means===
===Non-damaging ailments and ailment threshold===
Non-damaging ailments have the magnitude of their effect (or their duration, in the case of [[freeze]]) calculated based on the hit's damage divided by the enemy's ailment threshold. The exact formula is not known yet.
Each non-damaging ailment type also has a minimum and maximum effect: an ailment that would fall below the minimum effect is discarded and not applied, while an ailment that would exceed the maximum effect is capped at that value.
The magnitude (or effect) of an ailment is dependent on the damage the enemy takes from the hit, not the base damage of the hit. Sources of increased non-damaging ailment effect will reduce the threshold to apply a certain magnitude of an ailment, but cannot exceed the capped effect.
Non-damaging ailments that are applied by non-damaging means will use these default magnitudes unless otherwise stated (this can be verified by viewing the detailed modifier tooltip):
* [[Chill]] - N/A, slow depends on rarity of enemy and number of players in the area beyond the first
* [[Shock]] - 20% increased damage taken
* [[Electrocute]] - interrupts the target's actions and prevent them performing any action for 5 seconds
===Damage with ailments===
Ignite, bleed and poison are damaging ailments. A damaging ailment deals [[damage over time]] based on the skill's base damage that inflicts the ailment. Only the damage types that can inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage can potentially inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.
Damage with hits and damage with ailments are calculated separately and have different modifiers (TBC):
* Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not affect damage with ailments.
* Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances.
* Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments.
* Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage.
* Additionally, [[burning damage]] modifiers apply to ignite, since 'burning damage' simply means fire damage over time. [[Resistance]]s apply to damage of the corresponding types dealt by ailments.
====Critical strikes====
===Ailment defences===


==Skill gems==
==Skill gems==
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==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.2.0e|
* Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding.
}}
{{Version history table row|0.2.0|
* Player base Ailment Threshold is now half of Maximum Life (previously all of Maximum Life).
}}
{{Version history table row|0.1.0|
{{Version history table row|0.1.0|
* Early Access Release
* Introduced to the game
}}
}}
{{Version history table end}}
{{Version history table end}}
==References==


[[Category:Ailments| ]]
[[Category:Ailments| ]]
{{sister|poewiki}}

Latest revision as of 17:52, 16 April 2025

Ailments
Tooltip
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Damage Contributing to Ailments
Tooltip
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.

For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).

Ailments are a type of debuff associated with specific damage types. Damaging ailments damage over time.

Damaging ailments: bleeding, poison, and ignite.

Non-damaging ailments: chill, freeze, shock and electrocute.

Mechanics

The chance for most ailments to be applied generally depends on the amount of damage dealt before mitigation compared to the defender's ailment threshold value. A player's base ailment threshold is based on half of their maximum life. This scaling is different for monsters; unique monsters with extremely large life pools may have a reduced relative ailment threshold.

Chill will always be applied as long as the damage meets the minimum ailment threshold to not be discarded, though its slow magnitude scales with the ailment threshold formula.

The chance to inflict poison or bleeding is based on a static numerical chance instead rather than being calculated via the ailment threshold formula.

The chance to inflict an ailment is multiplicative against the chance to avoid an ailment. If the defender has 100% chance to avoid an ailment, they cannot be inflicted with that ailment, even by constant ground effects that usually bypass ailment avoidance chance.

List of ailments

Ignite, chill, freeze, shock and electrocute are elemental ailments. Bleeding and poison are non-elemental ailments.

Ailment Associated damage type Effect Elemental Damaging
Bleeding

Physical Bleeding can only be inflicted by physical damage dealt to Life. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds. No Yes
Poison

Physical and chaos Poison causes the affected target to take chaos damage over time, at 20% of the combined physical and chaos damage of the hit that applied it per second, with an explicit source of poison chance. The base duration is 2 seconds. No Yes
Ignite

Fire Ignite causes the affected target to burn for 20% of the fire damage of the final hit that applied it, per second. The base duration is 4 seconds. Yes Yes
Chill

Cold Cold damage always inflicts chill. Chill slows all actions of the affected target up to 50%, based on the cold damage of the hit. The base duration is 2 seconds. Yes No
Freeze

Cold Freeze prevents the affected target to move or act for a duration. The base duration is 4 seconds. Yes No
Shock

Lightning Shock causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds. Yes No
Electrocute

Lightning Electrocute causes the affected target's action speed to drop to 0, effectively immobilizing a target. Yes No


Skill gems

List of gems containing the phrase "ailment":

Active gems

GemGem requires strengthGem requires dexterityGem requires intelligence
Tempest BellYesYesNo
Unbound AvatarNoNoNo
Shockchain ArrowYesYesNo
Time of NeedYesNoNo
Shockburst RoundsYesYesNo
Mana RemnantsNoNoYes
Dread BannerNoYesNo
Overwhelming PresenceYesNoNo
Elemental SunderingNoYesNo

Support gems

GemGem requires strengthGem requires dexterityGem requires intelligence
Intense AgonyNoNoYes
HinderNoNoYes
Chaotic FreezeNoNoYes
Drain AilmentsNoNoYes
Elemental FocusNoNoYes
ExecrateNoNoYes
Elemental DischargeNoNoYes
DerangeNoNoYes
CommiserateNoYesNo
AcrimonyNoNoYes
DeathmarchNoNoYes
ExcoriateNoYesNo
SteadfastYesNoNo

Version history

Version Changes
0.2.0e
  • Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding.
0.2.0
  • Player base Ailment Threshold is now half of Maximum Life (previously all of Maximum Life).
0.1.0
  • Introduced to the game