Ailment
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, The Three DragonsThe Three Dragons
Golden MaskEvasion: (96-103)
Energy Shield: (20-22)Requires Level 35, 40 Dex, 40 Int+(26-30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock"The ice seared his naked feet
As the lightning stilled his heart,
But it was the flames upon his lover's face
That roused him to vengeance."
- From 'The Three Dragons' by Victario of Sarn changes which damage types have the potential to inflict elemental ailments.
A hit of elemental 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 Bino's Kitchen KnifeBino's Kitchen Knife
Slaughter KnifeRune Dagger
Physical Damage: (150-165) to (296-321)
Critical Strike Chance: (8.82-9.45)%
Attacks per Second: 1.40
Weapon Range: 1.0 metresRequires Level 65, 81 Dex, 117 Int30% increased Global Critical Strike ChanceAdds (140-155) to (210-235) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned
and nearby Allies Regenerate 200 Life per secondCalling it poison would imply
that it was even edible. 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.
Ailment damage
Ailments that deal damage over time (ignite, bleed, poison) deal damage based on the base damage of the hit, resulting in separate calculations for hit damage and ailment damage.
Ailment damage is a separate modifier from attack and spell damage. Damage modifiers that apply to attacks or spells do not apply to ailments even if it was applied from an attack or spell. However, general damage modifiers will apply to ailments if the damage modifier type matches it. For example, "+x% increased Physical Damage" will apply to bleed, but "+x% increased Attack Physical Damage" will not under any circumstances.
Ailments also have a separate critical strike multiplier from hits. The base multiplier to ailment damage from critical strikes is 150%, and increases to critical strike multiplier will not also increase the damage of ailments. Currently, the only way to increase the critical strike multiplier of ailments is the Perfect Agony keystone.
Passive skills
These passive skills are related to ailments.
Ailment damage with melee weapons
These passive skills grant increased ailment damage while wielding melee weapons. Template:Passive table
Ailment damage with one-handed weapons
These passive skills grant increased ailment damage while wielding one-handed weapons. Template:Passive table
Ailment damage with two-handed weapons
These passive skills grant increased ailment damage while wielding a two-handed weapon. Template:Passive table
Ailment damage while dual wielding
These passive skills grant increased ailment damage while dual wielding. Template:Passive table
Ailment damage while wielding an axe
These passive skills grant increased ailment damage from attack skills while wielding an axe. Template:Passive table
Ailment damage while wielding a mace
These passive skills grant increased ailment damage with attack skills while wielding a mace. Template:Passive table
Ailment damage while wielding a sword
These passive skills grant increased ailment damage with attack skills while wielding a sword. Template:Passive table
Ailment damage while wielding a dagger
These passive skills grant increased ailment damage with attack skills while wielding a dagger. Template:Passive table
Ailment damage while wielding a claw
These passive skills grant increased ailment damage with attack skills while wielding a claw. Template:Passive table
Ailment damage while wielding a shield
These passive skills grant increased ailment damage from attack skills while wielding a shield. Template:Passive table
Ailment damage while wielding a bow
These passive skills grant increased ailment damage with attack skills while wielding a bow. Template:Passive table
Increased elemental ailment duration
These passive skills increase the duration of elemental ailments. Template:Passive table
Increased non-damaging ailment effect
These passive skills increase the effects of non-damaging ailments. Template:Passive table
Change to avoid elemental ailments
These passive skills grant a chance to avoid receiving an elemental ailment. Template:Passive table
Miscellaney
These passive skills are related to ailments, but do not fit into any other category. {{passive table|width=500px |Perfect Agony |}
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.