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Bleeding: Difference between revisions

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Note that bleeding can be applied by any skill that can hit, not exclusively [[attack]]s.
Note that bleeding can be applied by any skill that can hit, not exclusively [[attack]]s.


==Aggravated Bleeding==
===Aggravate===
{{Tooltip info
{{Tooltip info
| name                  = Aggravated Bleeding
| name                  = Aggravated Bleeding

Revision as of 05:31, 24 December 2024

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. 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.

Version history

Version Changes
0.1.0
  • Introduced to the game.