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Bleeding: Difference between revisions
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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. | ||
[[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 solely dealt to [[energy shield]] or redirected to anything other than life will not apply bleeding. The damage over time from bleeding bypasses energy shield and damages life directly. | 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. The damage over time from bleeding bypasses energy shield and damages life directly. |
Revision as of 22:12, 8 December 2024
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.
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 solely dealt to energy shield or redirected to anything other than life will not apply bleeding. 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.
Aggravated Bleeding
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Version history
Version | Changes |
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0.1.0 |
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