Ailment: Difference between revisions
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Revision as of 08:52, 31 March 2018
An ailment is a detrimental effect associated with one or more damage types.
Ignite, chill, freeze and shock are collectively referred to as elemental ailments.
List of ailments
Ailment | Associated with | Effect |
---|---|---|
Bleed | Physical | Bleed causes the affected target to take physical damage over time. The amount of damage is greater while the target is moving. Bleed can only be inflicted by physical damage from attacks. |
Poison | Physical and chaos | Poison causes the affected target to take chaos damage over time. Poison can stack multiple times on a single target. |
Ignite | Fire | Ignite causes the affected target to burn, taking fire damage over time. |
Chill | Cold | Chill slows all actions of the affected target. Cold damage always inflicts chill. |
Freeze | Cold | Freeze prevents the affected target from taking actions. |
Shock | Lightning | Shock causes the affected target to take increased damage from all sources. |
Mechanics
Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.[1]
There is no limit on the number of different ailments a target can have at any given time.
Application by damage
Ailments can be applied by hits of damage.
Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.
The damage type associations for ailments may be changed by certain effects. As an example, The Three DragonsThe Three Dragons
Golden MaskEvasion: (96-103)
Energy Shield: (20-22)Requires Level 35, 40 Dex, 40 Int+(26-30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock"The ice seared his naked feet
As the lightning stilled his heart,
But it was the flames upon his lover's face
That roused him to vengeance."
- From 'The Three Dragons' by Victario of Sarn changes which damage types have the potential to inflict elemental ailments.
A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill.[2] Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.
Targets may also have immunity or a chance to avoid certain ailments.
To summarize, an ailment is applied to the target if:
- The hit of damage consists of damage types that have the potential to inflict the ailment
- The chance to inflict the ailment is successful
- The target fails to avoid the ailment
- The target is not immune to the ailment
- Any other conditions are met
Application by other means
Ailments can be applied in ways other than direct hits of damage.
- Elemental proliferation causes elemental ailments to spread to other targets within a radius.
- Certain ground effects apply ailments.
- Slaying a poisoned enemy with Bino's Kitchen KnifeBino's Kitchen Knife
Slaughter KnifeRune Dagger
Physical Damage: (150-165) to (296-321)
Critical Strike Chance: (8.82-9.45)%
Attacks per Second: 1.40
Weapon Range: 1.0 metresRequires Level 65, 81 Dex, 117 Int30% increased Global Critical Strike ChanceAdds (140-155) to (210-235) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned
and nearby Allies Regenerate 200 Life per secondCalling it poison would imply
that it was even edible. equipped spreads poison to other targets within a radius. - Arctic ArmourArctic ArmourSpell, Duration, Cold
Level: (1-20)
Reservation: 25% Mana
Cooldown Time: 1.00 sec
Can Store 1 Use(s)
Cast Time: InstantRequires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Base duration is (2.50-4.40) seconds
Buff grants (11-21)% less Physical Damage taken from Hits while stationary
Buff grants (11-20)% less Fire Damage taken from Hits while stationary
Chill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
Buff grants Immunity to Freeze
Additional Effects From 1-20% Quality:
(1-20)% increased Skill Effect DurationPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. chills enemies when hit. - A strongbox with the "Incandescent" prefix ignites the character that activates it.
Damage with ailments
Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.[3]
Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, burning damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.[3][1]
The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.[1]
Passive skills
These passive skills are related to ailments.
Ailment damage with melee weapons
These passive skills grant increased ailment damage while wielding melee weapons. Template:Passive table
Ailment damage with one-handed weapons
These passive skills grant increased ailment damage while wielding one-handed weapons. Template:Passive table
Ailment damage with two-handed weapons
These passive skills grant increased ailment damage while wielding a two-handed weapon. Template:Passive table
Ailment damage while dual wielding
These passive skills grant increased ailment damage while dual wielding. Template:Passive table
Ailment damage while wielding an axe
These passive skills grant increased ailment damage from attack skills while wielding an axe. Template:Passive table
Ailment damage while wielding a mace
These passive skills grant increased ailment damage with attack skills while wielding a mace. Template:Passive table
Ailment damage while wielding a sword
These passive skills grant increased ailment damage with attack skills while wielding a sword. Template:Passive table
Ailment damage while wielding a dagger
These passive skills grant increased ailment damage with attack skills while wielding a dagger. Template:Passive table
Ailment damage while wielding a claw
These passive skills grant increased ailment damage with attack skills while wielding a claw. Template:Passive table
Ailment damage while wielding a shield
These passive skills grant increased ailment damage from attack skills while wielding a shield. Template:Passive table
Ailment damage while wielding a bow
These passive skills grant increased ailment damage with attack skills while wielding a bow. Template:Passive table
Increased elemental ailment duration
These passive skills increase the duration of elemental ailments. Template:Passive table
Increased non-damaging ailment effect
These passive skills increase the effects of non-damaging ailments. Template:Passive table
Template:Ascendancy passive table
Chance to avoid elemental ailments
These passive skills grant a chance to avoid receiving an elemental ailment. Template:Passive table
Miscellaney
These passive skills are related to ailments, but do not fit into any other category. Template:Passive table
Template:Ascendancy passive table
Achievements
Name | Description |
---|---|
Elemental Trinity | Slay an enemy that is simultaneously Ignited, Shocked, and Frozen. |
Version history
Version | Changes |
---|---|
3.0.0 |
|
References
- ↑ 1.0 1.1 1.2 Rory (May 3, 2017). "Damage Over Time Changes - Part 2". Official Path of Exile Forums. Retrieved August 6, 2017.
- ↑ Bex_GGG (August 2, 2017). "Path of Exile 3.0.0: The Fall of Oriath Patch Notes". Official Path of Exile Forums. Retrieved August 6, 2017.
- ↑ 3.0 3.1 Rory (April 27, 2017). "Damage Over Time Changes - Part 1". Official Path of Exile Forums. Retrieved December 26, 2017.