The wiki is currently a work in progress. If you'd like to help out, please check the Community Portal and our getting started guide. Also, check out our sister project on poewiki.net.

Bleeding: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
(→‎Mechanics: slight clarification)
 
(19 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Tooltip info
| name                  = Bleeding
| description            = Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield<br><br>
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.<br><br>
Physical damage from Hits Contributes to Bleeding Magnitude. Only damage dealt to Life will Contribute to Bleeding.<br><br>
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.<br><br>
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Physical damage of the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This magnitude is not further affected by any modifiers to the damage you deal.<br><br>
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
}}
'''Bleeding''' or '''bleed''' is a damaging [[ailment]] that deals [[physical]] [[damage over time]].  
'''Bleeding''' or '''bleed''' is a damaging [[ailment]] that deals [[physical]] [[damage over time]].  


Line 4: Line 15:


==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 15% of a [[hit]]'s physical damage dealt to [[Life]] (before mitigation and [[damage taken]] modifiers) as physical damage over time for 5 seconds. Bleeding deals an extra 100% damage while the target is moving, or if the bleeding is Aggravated. This percentage is affected multiplicatively by ailment 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.


The chance to apply bleeding depends on the amount of damage dealt. [[Critical strike]]s 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.
Bleeding chance depends on an explicit chance to inflict Bleeding.
 
Bleeding can only be applied if the hit deals damage to the defender's life; damage solely dealt to [[energy shield]] or redirected to anything other than life will not apply bleeding. Once applied, the damage over time from bleeding bypasses energy shield and damages life directly.
 
Note that bleeding can be applied by any skill that can hit, not exclusively [[attack]]s.
 
===Aggravate===
{{Tooltip info
| name                  = Aggravated Bleeding
| description            = Bleeding that has been Aggravated always treats the target as moving, dealing 100% extra damage.<br><br>
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration 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.
}}
 
'''Aggravate''' is a mechanic related to bleeding. When a bleeding debuff is aggravated, it causes that bleeding debuff to permanently deal extra base damage over time, equivalent to if the target was moving. This multiplier does not stack even if the target is actually moving.
 
Each instance of aggravated bleeding is independent from all other instances of bleeding. A bleeding debuff that is aggravated will remain aggravated until its duration expires.
 
==Related gems==
{{Drop enabled base item table
|where= (items.stat_text LIKE "%bleed%" OR items.stat_text LIKE "%aggravate%") AND items.class_id LIKE "%Gem%"
|large=1
|level=1
|stat=1
}}
 
==Related base items==
{{Drop enabled base item table
|where= (items.stat_text LIKE "%bleed%" OR items.stat_text LIKE "%aggravate%") AND items.class_id NOT LIKE "%Gem%"
|large=1
|base_item=1
|class=1
|level=1
|stat=1
}}
 
==Related unique items==
{{Drop enabled unique item table
|where= items.stat_text LIKE "%bleed%" OR items.stat_text LIKE "%aggravate%"
|large=1
|base_item=1
|class=1
|level=1
|stat=1
}}


[[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.
==Passives==
{{Query base passive skills
|where=passive_skill_stats.id LIKE "%bleed%"
}}


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|?|
{{Version history table row|0.1.0|
* Introduced to the game.
* Introduced to the game.
}}
}}

Latest revision as of 01:18, 6 January 2025

Bleeding
Tooltip
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude. Only damage dealt to Life will Contribute to Bleeding.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Physical damage of the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.

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

Mechanics

Bleeding deals 15% of a hit's physical damage dealt to Life (before mitigation and damage taken modifiers) as physical damage over time for 5 seconds. Bleeding deals an extra 100% damage while the target is moving, or if the bleeding is Aggravated. This percentage is affected multiplicatively by ailment 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 chance depends on an explicit chance to inflict Bleeding.

Bleeding can only be applied if the hit deals damage to the defender's life; damage solely dealt to energy shield or redirected to anything other than life will not apply bleeding. Once applied, the damage over time from bleeding bypasses energy shield and damages life directly.

Note that bleeding can be applied by any skill that can hit, not exclusively attacks.

Aggravate

Aggravated Bleeding
Tooltip
Bleeding that has been Aggravated always treats the target as moving, dealing 100% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration 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.

Aggravate is a mechanic related to bleeding. When a bleeding debuff is aggravated, it causes that bleeding debuff to permanently deal extra base damage over time, equivalent to if the target was moving. This multiplier does not stack even if the target is actually moving.

Each instance of aggravated bleeding is independent from all other instances of bleeding. A bleeding debuff that is aggravated will remain aggravated until its duration expires.

Related gems

ItemRequired levelStats
Bloodlust1Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding
Deep Cuts175% more Magnitude of Bleeding inflicted with Supported Skills
Supported Skills deal 25% less Damage with Hits
Lacerate1Supported Skills have 50% chance to inflict Bleeding
Rupture1Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies

Related base items

ItemBase itemItem classRequired levelStats
Staunching CharmUtility Flask18Used when you start Bleeding
Serrated QuiverQuiver44Attacks have (10-15)% chance to cause bleeding

Related unique items

ItemBase itemItem classRequired levelStats
Apron of EmiranHermit GarbBody Armour1(30-50)% increased Evasion and Energy Shield
+(10-20) to Dexterity
(40-60)% reduced Bleed Duration on you
Bleeding you inflict is Aggravated
Coat of RedChain MailBody Armour1(80-100)% increased Armour and Evasion
+(80-100) to maximum Life
+(75-150) to Stun Threshold
25% chance to be inflicted with bleeding when Hit
Sanguine DivinerBone WandWand1Grants Skill: Level (1-20) Bone Blast(80-100)% increased Spell Damage
Gain (10-15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
The Blood ThornWrapped QuarterstaffQuarterstaff1Adds (8-12) to (16-18) Physical Damage
+(10-15) to Strength
Causes Bleeding on Hit
(4-5) to (8-10) Physical Thorns damage
Blistering BondRuby RingRing8+(20-30)% to Fire Resistance+(40-60) to maximum Life
+(20-30)% to Fire Resistance
(-15--10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
Edyrn's TusksIron CuirassBody Armour11(120-160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15-20) to (25-30) Physical Thorns damage
The Road WarriorRaider PlateBody Armour16+(10-15) to all Attributes
+(15-30)% to Fire Resistance
+(15-30)% to Lightning Resistance
(10-15) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
The Smiling KnightCowled HelmHelmet26(150-200)% increased Armour and Evasion
+(50-100) to Accuracy Rating
(15-25)% increased Critical Hit Chance
Aggravate Bleeding on targets you Critically Hit with Attacks
BeetlebiteVelour ShoesBoots52(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
Couture of CrimsonGilded VestmentsBody Armour52(50-100)% increased Armour and Energy Shield
25% reduced maximum Life
(40-60)% reduced Bleed Duration on you
Life Leech can Overflow Maximum Life

Passives

Lua error: Error: Table passive_skills not found..

Version history

Version Changes
0.1.0
  • Introduced to the game.