Ailment: Difference between revisions
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An '''ailment''' is a detrimental effect associated with | 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== | ==List of ailments== | ||
{| class="wikitable | {| class="wikitable" style="text-align: center;" | ||
! Ailment !! Associated with !! Effect | |||
! | |||
|- | |- | ||
| [[File:Bleed status icon.png]] | | [[Bleed]] | ||
| | [[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]] | ||
| | [[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]] | ||
| | [[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]] | ||
| | [[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]] | ||
| | [[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]] | ||
| | [[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== | ||
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" /> | |||
There is no | 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 [[hit]]s 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 [[attack]]s. | |||
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. | |||
[[ | 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]]. | ||
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. | ||
** {{il| | * [[Elemental proliferation]] causes elemental ailments to spread to other targets within a radius. | ||
* Certain [[ground effect]]s apply ailments. | |||
* [[ | * Slaying a poisoned enemy with {{il|Bino's Kitchen Knife}} equipped spreads poison to other targets within a radius. | ||
* {{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 | | 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=" | <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 |
|
References
- ↑ 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.