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An '''ailment''' is a detrimental effect associated with various types of damage. Ailments are associated with secondary effects applied with damaging [[hit]]s. Damage from ailments are based on the base damage of the hit, and have its own scaling modifiers.
An '''ailment''' is a detrimental effect associated with one or more [[damage]] types.


Elemental ailments are applied with the associated elemental damage. The most notable mechanics tied to elemental ailments is that [[critical strikes]] inherently have a 100% chance to apply elemental ailments. Another subtle yet important elemental ailments have is that modifiers to [[skill effect duration]] do affect the duration of ailments applied by [[skill]]s.<ref name="Community Questions" />
[[Ignite]], [[chill]], [[freeze]] and [[shock]] are collectively referred to as '''elemental ailments'''.


==List of ailments==
==List of ailments==
{| class="wikitable sortable"
{| class="wikitable" style="text-align: center;"
! class="unsortable" | Icon
! Ailment !! Associated with !! Effect
! class="unsortable" | Description
|-
|-
| [[File:Bleed status icon.png]]
| [[Bleed]]
| [[Bleed]] causes the affected target to take physical [[damage over time]], dealing increased damage while the target is moving. It can only be applied with physical damage from [[attack]]s.
[[File:Bleed status icon.png|link=Bleed]]
| Physical
| style="text-align: left;" | 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 [[attack]]s.
|-
|-
| [[File:Poison status icon.png]]
| [[Poison]]
| [[Poison]] causes the affected target to take chaos damage over time. Poison can stack multiple times on a target. It can only be applied from physical and chaos damage.
[[File:Poison status icon.png|link=Poison]]
| Physical and chaos
| style="text-align: left;" | Poison causes the affected target to take [[chaos damage]] over time. Poison can stack multiple times on a single target.
|-
|-
| [[File:Ignite status icon.png]]
| [[Ignite]]
| [[Ignite]] is associated with [[fire]] and causes the affected target to [[burn]], taking fire damage over time.
[[File:Ignite status icon.png|link=Ignite]]
| Fire
| style="text-align: left;" | Ignite causes the affected target to [[burn]], taking [[fire damage]] over time.
|-
|-
| [[File:Chill status icon.png]]
| [[Chill]]
| [[Chill]] is inherent to [[cold]] and applies a slow effect to the character, affecting the animation speed at which the character plays.
[[File:Chill status icon.png|link=Chill]]
| Cold
| style="text-align: left;" | Chill slows all actions of the affected target. Cold damage always inflicts chill.
|-
|-
| [[File:Freeze status icon.png]]
| [[Freeze]]
| [[Freeze]] is also associated with cold and prevents the affected target from taking actions.
[[File:Freeze status icon.png|link=Freeze]]
| Cold
| style="text-align: left;" | Freeze prevents the affected target from taking actions.
|-
|-
| [[File:Shock status icon.png]]
| [[Shock]]
| [[Shock]] is associated with [[lightning]] and causes the affected target to take increased damage from all sources.
[[File:Shock status icon.png|link=Shock]]
| Lightning
| style="text-align: left;" | Shock causes the affected target to take increased damage from all sources.
|}
|}


==Mechanics==
==Mechanics==
Any hit of cold damage has the potential to [[chill]] the target, as long the chill duration would result in lasting at least 300ms. A [[freeze]] will only occur if the chance to freeze was hit, and all conditions were met. This is the same for [[shock]].
Ailments are in many ways similar to [[debuff]]s. 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.<ref name="Damage Over Time Changes" />
 
Ignite, freeze, and shock can be inflicted by [[critical strike]]s of their corresponding element. Certain effects and passives add a chance to apply a status ailment, which can be applied on non-critical strikes.
 
Elemental [[ground effect]]s also apply elemental status ailments on units over them.


There is no inherent limit on the number of different status ailments a target can have at any given time.
There is no limit on the number of different status ailments a target can have at any given time.


===Altering the default behaviour===
===Application by damage===
There are few ways to change the default mechanics:
Ailments can be applied by [[hit]]s of damage.
* The unique {{il|The Three Dragons}} changes which element can apply a particular status ailment.
* [[Conflux]] makes all hits apply chill, shock and/or ignite based on damage dealt from all combined [[damage type]]s.
* [[Master Alchemist]] grants immunity to elemental status ailments during flask effect.
* [[Avatar of the Veil]] grants immunity to elemental status ailments while [[phasing]].


==Elemental Proliferation==
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 [[attack]]s.
{{redirect|Elemental Proliferation|the support gem|Elemental Proliferation Support}}


'''Elemental proliferation''' is a [[modifier]] that makes [[hit]]s apply status ailment [[debuff]]s as [[aura]]s to targets; these debuff auras have the same effects and durations as the original [[debuff]]s. Nearby enemies affected by these auras do not gain the auras, because only a target that has received a status ailment &ndash; as a result of being hit &ndash; can gain them. These auras are considered as status ailments, which means there can be more than one proliferation effect on the same target at the same time, but only the strongest one will present itself. The exception to this is if status ailments are allowed to stack, as is the case with {{il|Emberwake}}.
The damage type associations for ailments may be changed by certain effects. As an example, {{il|The Three Dragons}} changes which damage types have the potential to inflict elemental ailments.


[[Modifier]]s to [[area of effect]] radius and damage will apply to status ailment auras. But if a skill cannot be supported by AoE gems (such as {{sl|Increased Area of Effect Support}} and {{sl|Concentrated Effect Support}}), proliferation effect will not benefit from them either.
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.<ref name="3.0.0 Patch Notes" /> [[Critical strike]]s have a 100% chance to inflict ignite, freeze and shock. Some [[skill]] and [[support gem]]s include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from [[passive skill]]s and [[equipment]].


Since status ailments (ignite, chill and shock) stay on corpses after death, debuff auras also stay and spread their effects to enemies around these corpses for the ailment's duration, or until the corpses are destroyed (e.g. shattered due to being [[Freeze|frozen]], [[Detonate Dead|detonated]] or [[Raise Zombie|raised]]).
Targets may also have immunity or a chance to [[avoid]] certain ailments.


[[Ground effect]]s such as [[Burning ground|burning]] or [[chilling ground]] do not count as status ailments and therefore will not be proliferated.
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


===Sources===
===Application by other means===
* {{sl|Elemental Proliferation Support}}
Ailments can be applied in ways other than direct hits of damage.
** {{il|Doryani's Catalyst}}
* [[Elemental proliferation]] causes elemental ailments to spread to other targets within a radius.
** {{il|Thousand Ribbons}}
* Certain [[ground effect]]s apply ailments.
* [[Elementalist]]'s passive [[Beacon of Ruin]]
* Slaying a poisoned enemy with {{il|Bino's Kitchen Knife}} equipped spreads poison to other targets within a radius.
* {{il|Xoph's Nurture}} (ignite only)
* {{sl|Arctic Armour}} chills enemies when hit.
* A [[strongbox]] with the "Incandescent" prefix ignites the character that activates it.


==Achievements==
==Achievements==
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
|-
! Name !! Description
! Name !! Description
|-
|-
| Elemental Trinity <br> [[File:Elemental Trinity achievement icon.jpg]]||Slay an enemy that is simultaneously [[Ignite]]d, [[Shock]]ed, and [[Freeze|Frozen]].
| Elemental Trinity
[[File:Elemental Trinity achievement icon.jpg]]
| Slay an enemy that is simultaneously Ignited, Shocked, and Frozen.
|}
 
==Version history==
{{VersionHistoryTable}}
{{VersionHistoryRow|3.0.0}}
* Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).
* We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments', and cases where 'Elemental' was left off because there were previously no non-elemental ailments have been corrected.
* There are now separate reminder texts for Elemental Ailments and for Ailments.
|}
|}


==References==
==References==
{{reflist|refs=
{{reflist|refs=
<ref name="Community Questions">{{cite web|author=Bex_GGG|date=December 21, 2015|title=Recent Community Questions Answered!|url=https://www.pathofexile.com/forum/view-thread/1528287#p12300108|publisher=Official Path of Exile Forums|accessdate=February 27, 2017}}</ref>
<ref name="Damage Over Time Changes">{{cite web|author=Rory|date=May 3, 2017|title=Damage Over Time Changes - Part 2|url=https://www.pathofexile.com/forum/view-thread/1894471#p14456894|publisher=Official Path of Exile Forums|accessdate=August 6, 2017}}</ref>
<ref name="3.0.0 Patch Notes">{{cite web|author=Bex_GGG|date=August 2, 2017|title=Path of Exile 3.0.0: The Fall of Oriath Patch Notes|url=https://www.pathofexile.com/forum/view-thread/1930316#p14652760|publisher=Official Path of Exile Forums|accessdate=August 6, 2017}}</ref>
}}
}}


[[Category:Ailments| ]]
[[Category:Ailments| ]]

Revision as of 04:49, 7 August 2017

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 status 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, Module Error: No results found for item using search term "item_name = The Three Dragons" 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 Module Error: No results found for item using search term "item_name = Bino's Kitchen Knife" equipped spreads poison to other targets within a radius.
  • Arctic Armour chills enemies when hit.
  • A strongbox with the "Incandescent" prefix ignites the character that activates it.

Achievements

Name Description
Elemental Trinity

Slay an enemy that is simultaneously Ignited, Shocked, and Frozen.

Version history

Version Changes
3.0.0
  • Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).
  • We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments', and cases where 'Elemental' was left off because there were previously no non-elemental ailments have been corrected.
  • There are now separate reminder texts for Elemental Ailments and for Ailments.

References

  1. Rory (May 3, 2017). "Damage Over Time Changes - Part 2". Official Path of Exile Forums. Retrieved August 6, 2017.
  2. 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.