Bleeding: Difference between revisions

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'''Bleed''' is an [[ailment]] that deals [[physical]] [[damage over time]]. Bleeds can only be inflicted by a [[hit]] to a [[life]] pool and damages life directly, bypassing [[energy shield]]. A character with sufficient energy shield is effectively immune to bleed as damage will never be dealt to their life pool.
'''Bleeding''' or '''bleed''' is a damaging [[ailment]] that deals [[physical]] [[damage over time]].  


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==Mechanics==
Bleeding damage deals 70% of an [[attack]] [[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 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 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.
==Version history==
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[[Category:Ailments]]
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Revision as of 12:11, 12 November 2024

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

Mechanics

Bleeding damage deals 70% of an attack 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 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.

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.

Version history

Version Changes