Bleeding: Difference between revisions
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==Mechanics== | ==Mechanics== | ||
Bleeding damage deals 70% of | Bleeding damage 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 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. | ||
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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. | 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. | ||
[[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. | |||
==Version history== | ==Version history== |
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 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 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.
Spells 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.
Version history
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