Bleeding: Difference between revisions

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===Other===
===Other===
* The {{sl|Bloodlust}} support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
* The {{sl|Bloodlust}} support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
* The {{il|Bloodgrip}} unique amulet and the [[Raider]] ascendancy skill [[Rupture]] removes the extra damage the player takes when he's moving while bleeding.
* The {{il|Bloodgrip}} unique amulet and the [[Deadeye]] ascendancy skill [[Rupture]] prevent the extra bleed damage taken by movement.
* [[Corrupted Blood]] works differently than normal bleeding. It still deals physical damage<ref name="ImmortalCall"/> over time and can be removed with a Staunching flask, but characters receive one charge if they [[hit]] a ''Corrupting Blood'' rare monster, or kill a ''Corrupted Bloodline'' magic monster. Corrupted Blood can stack up to {{#ask: [[-Has subobject::Character]] [[Has stat id::max_corrupted_blood_stacks]] |?Has stat value= |mainlabel=- |limit=1}} charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.{{speculation}}
* [[Corrupted Blood]] works differently than normal bleeding. It still deals physical damage<ref name="ImmortalCall"/> over time and can be removed with a Staunching flask, but characters receive one charge if they [[hit]] a ''Corrupting Blood'' rare monster, or kill a ''Corrupted Bloodline'' magic monster. Corrupted Blood can stack up to {{#ask: [[-Has subobject::Character]] [[Has stat id::max_corrupted_blood_stacks]] |?Has stat value= |mainlabel=- |limit=1}} charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.{{speculation}}



Revision as of 22:56, 12 June 2016

Bleed
Debuff
Bleed status icon.png

Bleed is a debuff that deals physical damage over time to the affected target.[1] Moving targets suffer increased bleeding damage.

Mechanics

Damage

Bleed deals physical damage over time. The amount is based on the physical damage of the hit that caused it: 10% per second if the target is standing still, and an additional 50% per second (for a total of 60% per second) if the target is moving. Bleed damage is not reduced by armour, but will be reduced by any other sources of physical resistance, such as endurance charges or Module Error: Too many skills found with q_where = skill.active_skill_name="Immortal Call". Please choose only one of the following ids:
ExileImmortalCall - Base duration is (2.80-5.00) seconds (page)
WbImmortalCall - Base duration is (2.80-5.00) seconds (page)
.

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.

However, Bleed will not be applied if the hit deals 0 physical damage.

Duration

The base duration of bleed is 5 seconds.[2]

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.

When using 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)
with bleed mod item, the duration of the bleeding is doubled.[citation needed]

Modifiers

As a damage over time effect, bleed's damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed; note that some of these modifiers apply only to the bleed whereas some may also apply to the skill that triggered it:

  • Damage modifiers
  • Damage over Time modifiers
  • Bleed Damage modifiers
  • Physical Damage modifiers
  • Area Damage modifiers if applied by an Area skill
  • Projectile Damage modifiers if applied by a Projectile skill
  • Trap Damage modifiers if applied by a Trap
  • Mine Damage modifiers if applied by a Mine
  • Totem Damage modifiers if applied by a Totem
  • Minion Damage modifiers if applied by a Minion

Modifiers to spell damage, attack damage, and melee damage do not apply to bleed.[4]

Removal

Bleed can be removed by drinking a flask with the of Staunching suffix.

Pathfinder's notable passive Master Surgeon causes all flasks to remove bleeding when used.

Immunity

  • Death's DoorDeath's Door
    Crusader Boots
    Armour: (363-417)
    Energy Shield: (75-84)
    Requires Level 64, 62 Str, 62 Int+(20-40) to Strength
    200% increased Armour and Energy Shield
    +(10-15)% to all Elemental Resistances
    25% increased Movement Speed
    +1 to Maximum Endurance Charges
    50% increased Elemental Ailment Duration on you
    Bleeding cannot be inflicted on you
    To extend your life as long as possible
    is to extend all the maladies that come with it.
    grants immunity to bleeding.
  • A flask with the of Staunching suffix grants immunity to bleed while active.
  • Slayer's notable passive Brutal Fervor grants immunity to bleeding while leeching.

Other

  • The Module Error: No skills found with q_where = skill.active_skill_name="Bloodlust" support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
  • The BloodgripBloodgrip
    Marble Amulet
    Requires Level 74Regenerate (1.2-1.6)% of Life per secondAdds 10 to 20 Physical Damage to Attacks
    +(60-70) to maximum Life
    Regenerate (16-24) Life per second
    100% increased Life Recovery from Flasks
    Moving while Bleeding doesn't cause you to take extra Damage
    Combat is simple.
    Keep your blood in.
    Take theirs out.
    unique amulet and the Deadeye ascendancy skill Rupture prevent the extra bleed damage taken by movement.
  • Corrupted Blood works differently than normal bleeding. It still deals physical damage[5] over time and can be removed with a Staunching flask, but characters receive one charge if they hit a Corrupting Blood rare monster, or kill a Corrupted Bloodline magic monster. Corrupted Blood can stack up to {{#ask: -Has subobject::Character Has stat id::max_corrupted_blood_stacks |?Has stat value= |mainlabel=- |limit=1}} charges. Damage is based on the main hand weapon damage of the monster with the Corrupting Blood mod.[guesswork?]

Sources of bleed

  • 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)
  • Maraketh Thrusting Swords: SmallswordSmallswordOne Handed Sword
    Physical Damage: 19-40
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.55
    Weapon Range: 1.4 metres
    Requires Level 36, 124 Dex15% chance to cause Bleeding on Hit
    , Courtesan SwordCourtesan SwordOne Handed Sword
    Physical Damage: 29-60
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.55
    Weapon Range: 1.4 metres
    Requires Level 57, 190 Dex15% chance to cause Bleeding on Hit
    , Dragoon SwordDragoon SwordOne Handed Sword
    Physical Damage: 32-66
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.50
    Weapon Range: 1.4 metres
    Requires Level 72, 220 Dex20% chance to cause Bleeding on Hit
  • 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
  • The 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.
  • BloodplayBloodplay
    Stiletto
    Dagger
    Physical Damage: (12-18.2) to (43.2-56)
    Critical Strike Chance: 6.10%
    Attacks per Second: 1.65
    Weapon Range: 1.0 metres
    Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Dexterity
    (20-40)% increased Physical Damage
    Adds (3-6) to (9-13) Physical Damage
    10% increased Attack Speed
    30% chance to cause Bleeding on Hit
    Extra gore
    "I'm a painter, and crimson is my chosen hue."
    - Coralito, Brotherhood of Silence
  • Flesh-EaterFlesh-Eater
    Dream Mace
    One Handed Mace
    Physical Damage: (49.6-55.8) to (92.8-104.4)
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.54
    Weapon Range: 1.1 metres
    Requires Level 32, 107 Str10% reduced Enemy Stun Threshold(60-80)% increased Physical Damage
    Adds 10 to 15 Physical Damage
    10% increased Attack Speed
    1% of Physical Attack Damage Leeched as Life
    3% of Attack Damage Leeched as Life against Bleeding Enemies
    30% chance to cause Bleeding on Hit
    I suffer, I long, with thirst to slake.
    Though countless corpses lie in wake.
  • GoredrillGoredrill
    Skinning Knife
    Dagger
    Physical Damage: (7.5-10.2) to (30-37.4)
    Critical Strike Chance: 7.80%
    Attacks per Second: 1.45
    Weapon Range: 1.0 metres
    Requires Level 5, 16 Dex30% increased Global Critical Strike Chance+(10-15) to Dexterity
    (50-70)% increased Physical Damage
    Adds (1-2) to (3-5) Physical Damage
    30% increased Critical Strike Chance
    40% increased Attack Damage against Bleeding Enemies
    50% chance to cause Bleeding on Critical Strike
    A tap on the shoulder
    A peck on the cheek
    A sip of your wine
    So red and so sleek
  • Jack, the AxeJack, the Axe
    Vaal Hatchet
    One Handed Axe
    Physical Damage: (94.3-110) to (248.4-282.5)
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.40
    Weapon Range: 1.1 metres
    Requires Level 65, 140 Str, 86 DexGrants Level 20 Thirst for Blood Skill
    (130-150)% increased Physical Damage
    Adds (11-14) to (18-23) Physical Damage
    25% chance to cause Bleeding on Hit
    +(25-35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon
    Plays Jack the Axe sounds (Hidden)
    "More blood... hack open flesh... must drink..."
  • 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.
  • Rigwald's SavageryRigwald's Savagery
    Royal Axe
    One Handed Axe
    Physical Damage: (104-124) to (235-265)
    Critical Strike Chance: 5.00%
    Attacks per Second: (1.32-1.38)
    Weapon Range: 1.1 metres
    Requires Level 67, 167 Str, 57 DexAdds (50-70) to (135-165) Physical Damage
    40% increased Physical Attack Damage while Dual Wielding
    (10-15)% increased Attack Speed
    +25 to Maximum Rage while wielding a Sword
    Tear the flesh from the bone.
    Turn the bone to dust.
    Scatter the dust to the wind.
  • RiveRive
    Terror Claw
    Claw
    Physical Damage: (68.8-95.4) to (193.6-244.8)
    Critical Strike Chance: 6.30%
    Attacks per Second: 1.50
    Weapon Range: 1.1 metres
    Requires Level 70, 113 Dex, 113 Int2% of Physical Attack Damage Leeched as Life(60-80)% increased Physical Damage
    Adds (25-35) to (50-65) Physical Damage
    25% chance to cause Bleeding on Hit
    2% increased Physical Damage Over Time per 10 Dexterity
    1% increased Bleeding Duration per 12 Intelligence
    30% Chance to cause Bleeding Enemies to Flee on hit
    Terror doesn't make you jump.
    Terror makes you run.
  • VoidheartVoidheart
    Iron Ring
    Requires Level 48Adds 1 to 4 Physical Damage to Attacks5% increased Global Physical Damage
    Adds (10-15) to (20-25) Chaos Damage to Attacks
    +(20-30) to maximum Life
    Regenerate (10-15) Life per second
    10% chance to Cause Monsters to Flee
    Melee Attacks have (30-50)% chance to cause Bleeding
    Melee Attacks have (20-40)% chance to Poison on Hit
    Nothing spreads fear faster than the unknown.
  • Weapons with Tora's Signature Mod.
  • Swords, Axes, and Daggers with Causes Bleeding on Hit crafting mod (requires Vagan Level 7)

Related passives skills

These passive skills are related to Bleed: Template:Passive table

Template:Ascendancy passive table

References

  1. Mark_GG (October 17, 2012). "Is Puncture affected by buff/debuff duration passives?". Path of Exile Forums. Retrieved December 23, 2015.
  2. 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.
  4. Mark_GGG (December 10, 2014). "Puncture". Official Path of Exile Forums. Retrieved June 3, 2016.
  5. Daniel_GGG (December 30, 2013). "Does Immortal Call work against Corrupting Blood?". Official Path of Exile Forums. Retrieved January 11, 2014.