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Bleeding: Difference between revisions
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{{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]]. | ||
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==Mechanics== | ==Mechanics== | ||
Bleeding deals | 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. | ||
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 | |||
}} | |||
==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 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.
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
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
Item | ![]() | Stats |
---|---|---|
Bloodlust![]() | 1 | Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies Supported Attacks cannot cause Bleeding |
Deep Cuts![]() | 1 | 75% more Magnitude of Bleeding inflicted with Supported Skills Supported Skills deal 25% less Damage with Hits |
Lacerate![]() | 1 | Supported Skills have 50% chance to inflict Bleeding |
Rupture![]() | 1 | Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies |
Related base items
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Staunching Charm![]() | — | Utility Flask | 18 | Used when you start Bleeding |
Serrated Quiver![]() | — | Quiver | 44 | Attacks have (10-15)% chance to cause bleeding |
Related unique items
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Apron of Emiran![]() | Hermit Garb | Body Armour | 1 | (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 Red![]() | Chain Mail | Body Armour | 1 | (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 Diviner![]() | Bone Wand | Wand | 1 | Grants 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 Thorn![]() | Wrapped Quarterstaff | Quarterstaff | 1 | Adds (8-12) to (16-18) Physical Damage +(10-15) to Strength Causes Bleeding on Hit (4-5) to (8-10) Physical Thorns damage |
Blistering Bond![]() | Ruby Ring | Ring | 8 | +(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 Tusks![]() | Iron Cuirass | Body Armour | 11 | (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 Warrior![]() | Raider Plate | Body Armour | 16 | +(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 Knight![]() | Cowled Helm | Helmet | 26 | (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 |
Beetlebite![]() | Velour Shoes | Boots | 52 | (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 Crimson![]() | Gilded Vestments | Body Armour | 52 | (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
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Version history
Version | Changes |
---|---|
0.1.0 |
|