Bleeding: Difference between revisions

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Bleed can be inflicted by
Bleed can be inflicted by
* The {{sl|Puncture}} [[skill]]
* The {{sl|Puncture}} [[skill]]
* Attacks with [[weapon]]s that have the {{c|mod|Causes Bleeding on Hit}} mod. Currently, this mod can be found as [[Tora, Master of the Hunt|Tora]]'s unique mod, and on the unique items{{il|The Blood Reaper}},{{il|Atziri's Disfavour}}, and {{il|Mark of the Doubting Knight}}.
* Attacks with [[weapon]]s that have the {{c|mod|Causes Bleeding on Hit}} mod. Currently, this mod can be found as [[Tora, Master of the Hunt|Tora]]'s signature mod, and on the unique items{{il|The Blood Reaper}}, {{il|Atziri's Disfavour}}, and {{il|Mark of the Doubting Knight}}.


The [[Monster Affixes#Nemesis Affixes|Nemesis modifier]] '''Corrupting Blood''' works differently than normal bleeding. It still deals physical damage<ref>{{cite web|author=Daniel_GGG|date=December 30, 2013|title=Does Immortal Call work against Corrupting Blood?|url=http://www.pathofexile.com/forum/view-thread/715363/page/1#p6349280|pulisher=Path of Exile Forums|accessdate=January 11, 2014}}</ref> over time and can be removed with a Staunching flask, but characters receive one charge when they [[hit]] a Corrupting Blood rare monster, up to twenty charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.
The [[Monster Affixes#Nemesis Affixes|Nemesis modifier]] '''Corrupting Blood''' works differently than normal bleeding. It still deals physical damage<ref>{{cite web|author=Daniel_GGG|date=December 30, 2013|title=Does Immortal Call work against Corrupting Blood?|url=http://www.pathofexile.com/forum/view-thread/715363/page/1#p6349280|pulisher=Path of Exile Forums|accessdate=January 11, 2014}}</ref> over time and can be removed with a Staunching flask, but characters receive one charge when they [[hit]] a Corrupting Blood rare monster, up to twenty charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.

Revision as of 13:50, 29 August 2014

File:Bleeding.png

Bleed is a status ailment that deals physical damage over time to the affected target. Moving targets suffer increased bleeding damage. Bleed can be removed by drinking a flask with the of Staunching suffix.

Bleed can be inflicted by

  • The Module Error: Too many skills found with q_where = skill.active_skill_name="Puncture". Please choose only one of the following ids:
    MonsterPuncture - +(112-197)% more Damage with Bleeding, Causes Bleeding (page)
    MonsterPunctureAtAnimationSpeedUnique - +(112-197)% more Damage with Bleeding, Causes Bleeding (page)
    skill
  • Attacks with weapons that have the Causes Bleeding on Hit mod. Currently, this mod can be found as Tora's signature mod, and on the unique itemsThe Blood ReaperThe Blood Reaper
    Headsman Axe
    Two Handed Axe
    Physical Damage: (170.8-183) to (257.6-276)
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.30
    Weapon Range: 1.3 metres
    Requires Level 45, 99 Str, 57 Dex(180-200)% increased Physical Damage
    +100 to maximum Life
    Regenerate 20 Life per second
    1% of Physical Attack Damage Leeched as Life
    50% increased Mana Cost of Skills
    50% chance to cause Bleeding on Hit
    To cease the flow of blood is to
    choke the rain in the very clouds.
    Both life and land feel the thirst.
    , Atziri's DisfavourAtziri's Disfavour
    Vaal Axe
    Two Handed Axe
    Physical Damage: (414-434) to (544-564)
    Critical Strike Chance: 5.00%
    Attacks per Second: (1.29-1.33)
    Weapon Range: 2.3 metres
    Requires Level 64, 158 Str, 76 Dex25% chance to Maim on Hit+30% to Quality of Socketed Support Gems
    Adds (310-330) to (370-390) Physical Damage
    (12-16)% increased Attack Speed
    25% chance to cause Bleeding on Hit
    +1 metres to Weapon Range
    "I do not believe in disguising my disappointment."
    - Atziri, Queen of the Vaal
    , and Mark of the Doubting KnightMark of the Doubting Knight
    Platinum Kris
    Rune Dagger
    Physical Damage: (84-88.8) to (332.5-351.5)
    Critical Strike Chance: 6.50%
    Attacks per Second: 1.08
    Weapon Range: 1.0 metres
    Requires Level 64, 76 Dex, 149 Int50% increased Global Critical Strike Chance+5% Chance to Block Attack Damage while Dual Wielding
    (250-270)% increased Physical Damage
    10% reduced Attack Speed
    +(6-10)% to all Elemental Resistances
    50% chance to Cause Bleeding on Critical Strike
    50% chance to Cause Poison on Critical Strike
    Nothing is pure.
    Slice open the Innocent
    And spill a thousand Sins.
    .

The Nemesis modifier Corrupting Blood works differently than normal bleeding. It still deals physical damage[1] over time and can be removed with a Staunching flask, but characters receive one charge when they hit a Corrupting Blood rare monster, up to twenty charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.

The base duration of bleed is 5 seconds.[2] The physical damage over time is a percentage of physical damage done by the puncturing hit per second. While moving, targets take an additional percentage of the initial hit, per second. At level 1, the Module Error: Too many skills found with q_where = skill.active_skill_name="Puncture". Please choose only one of the following ids:
MonsterPuncture - +(112-197)% more Damage with Bleeding, Causes Bleeding (page)
MonsterPunctureAtAnimationSpeedUnique - +(112-197)% more Damage with Bleeding, Causes Bleeding (page)
skill deals 10% of hit per second plus 50% while moving. By level 20 these percentages increase to 29% and 145%.

For the Causes Bleeding on Hit mod, the physical damage over time is 14.2% of the initial hit, per second. While moving, the affected target takes an additional 56.7% of the initial hit, per second.[2] Therefore over the base duration, the target will be dealt up to 354.5% of the initial hit if it was moving the entire time. This is roughly equivalent to level 8 Puncture.

Separate applications of bleed do not stack cumulatively. Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment.[3] For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 150 damage over 3 seconds.

Like all damage over time effects, bleed damage can be increased by the Module Error: Too many skills found with q_where = skill.active_skill_name="Vulnerability". Please choose only one of the following ids:
IzaroVulnerabilityPylonOnDeath - 40% increased Physical Damage taken, 20% chance to be inflicted with Bleeding when Hit by an Attack, Base duration is 10.00 seconds (page)
IzaroVulnerability - Base duration is (5.00-6.45) seconds, Cursed enemies take (15-25)% increased Physical Damage, Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding (page)
curse.

References

  1. Daniel_GGG (December 30, 2013). "Does Immortal Call work against Corrupting Blood?". Retrieved January 11, 2014.
  2. 2.0 2.1 AGiantSquid (March 11, 2013). "Question Regarding the Blood Reaper 'Bleed'". Path of Exile Forums. Retrieved July 10, 2013.
  3. Mark_GGG (April 15, 2012). "Puncture". Official Path of Exile Forums. Retrieved July 7, 2013.