Bleeding: Difference between revisions

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File:Bleeding.png

Bleed is a status ailment that deals physical damage over time to the affected target. Moving targets suffer increased bleeding damage.

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.

Duration and removal

The base duration of bleed is 5 seconds.[1]

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

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.[2] 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.

Sources

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.
    , 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..."
    , 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.
    . It can also be crafted onto select weapons through Vagan, Weaponmaster's workbench.
  • The Razor's Edge and Melee Chance to Bleed passives.
  • When using puncture with bleed mod item, the duration of the bleeding is doubled. [citation needed]

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 Nemesis modifier Corrupting Blood works differently than normal bleeding. It still deals physical damage[3] 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 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 removes the extra damage the player takes when he's moving while bleeding.

References

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