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Bleeding
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 |
---|---|---|
Blood in the EyesFile:Blood in the Eyes inventory icon.png | 1 | Hobble equal to 15% of Physical Hit Damage dealt by Supported Skill against Bleeding Enemies |
Bloodlust![]() | 1 | Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies Supported Attacks cannot cause Bleeding |
ConcoctFile:Concoct inventory icon.png | 1 | Supported Skills consume 20% of your maximum Life Flask charges on use Supported Skills have 3% more Magnitude of Bleeding they inflict per Life Flask charge consumed |
Deep Cuts![]() | 1 | 75% more Magnitude of Bleeding inflicted with Supported Skills Supported Skills deal 25% less Damage with Hits |
First BloodFile:First Blood inventory icon.png | 1 | Supported Skills have 100% increased chance to inflict Bleeding against Enemies on full Life |
HaemocrystalsFile:Haemocrystals inventory icon.png | 1 | Support Supported Attacks cannot cause Bleeding Supported Skills Consume Bleeding on Enemies they Hit, creating 4 Haemocrystal Maximum 20 active Haemocrystals Heamocrystals ![]() Deal Physical Area Damage based on a percentage of the expected Damage of the Consumed Bleed. ![]() Cannot cause Bleeding Heamocrystals radius is 1 metre Haemocrystals detonate after 1.5 seconds Haemocrystals are randomly created within 2.5 meters of he Consumed Bleed Haemocrystals deal Damage equal to 8% of the expected remaining Damage of the Consumed Bleed |
IncisionFile:Incision inventory icon.png | 1 | Hits from Supported Skills inflict Incision 3% more Magnitude of Bleeding inflicted with Supported Skills per Incision consumed Recently, up to 30% |
Lacerate![]() | 1 | Supported Skills have 50% chance to inflict Bleeding |
MaladyFile:Malady inventory icon.png | 1 | Base Bleed chance instead applies to Poison for Supported Skills Base Poison chance instead applies to Bleed for Supported Skills |
RipFile:Rip inventory icon.png | 1 | Remnants created by Supported Skills last for 8 seconds Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy Remnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100% Remnants are created within a 1.5 metre radius of the slain Enemy |
Rupture![]() | 1 | Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies |
Rusted SpikesFile:Rusted Spikes inventory icon.png | 1 | Supported Skills Aggravate Bleeding on Enemies when Pinning them |
See RedFile:See Red inventory icon.png | 1 | Supported Attacks have 50% increased Bleeding Duration Enemies you inflict Bleeding on with Supported Skills have 15% increased Attack Speed Enemies you inflict Bleeding on with Supported Skills have 15% increased Movement Speed |
TearFile:Tear inventory icon.png | 1 | 50% Chance for On-Kill Effects caused by killing blows on Bleeding Enemies with Supported Skills to occur twice |
Related base items
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Staunching Charm![]() | — | Charm | 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 |
Sanguis Heroum![]() | Staunching Charm | Charm | 18 | Used when you start BleedingCreates Consecrated Ground on use Gains (0.15–0.2) Charges per Second |
The Empty Roar![]() | Cultist Greathammer | Two Hand Mace | 22 | Strikes deal Splash damage to targets within 1.8 metresAdds (25-35) to (40-50) Physical Damage Leeches 10% of Physical Damage as Life (20-30)% chance to cause Bleeding on Hit All Attacks count as Empowered Attacks Cannot use Warcries |
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 |
Saitha's Spear![]() | Barbed Spear | Spear | 33 | Grants Skill: ![]() Adds (33-41) to (47-53) Fire Damage (15-25)% chance to cause Bleeding on Hit Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target (26-40)% chance to Aggravate Bleeding on Hit |
Venopuncture![]() | Iron Ring | Ring | 36 | Adds 1 to 4 Physical Damage to AttacksAdds (5–7) to (9–13) Physical Damage to Attacks +(20–30) to Strength All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you All Damage from Hits against Bleeding targets Contributes to Chill Magnitude (10–20)% chance to inflict Bleeding on Hit (15–25)% increased Magnitude of Bleeding you inflict |
The Mutable Star![]() | Cleric Vestments | Body Armour | 45 | (100-150)% increased Armour and Energy Shield (50-100)% increased Energy Shield Recharge Rate (25-35) Life Regeneration per second (50-30)% reduced Bleeding Duration on you Defend against Hits as though you had 1% more Armour per 1% current Energy Shield |
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 |
Yriel's Fostering![]() | Strider Vest | Body Armour | 52 | (100–150)% increased Evasion Rating +(80–120) to maximum Life +(10–30) to Spirit (40–60)% reduced Bleeding Duration on you (40–60)% reduced Poison Duration on you You can have two Companions of different types |
Passives
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Version history
Version | Changes |
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0.1.0 |
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