Ailment: Difference between revisions

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==Proliferation==
==Proliferation==
'''Elemental proliferation''' is a [[modifier]] that makes [[hit]]s, which apply status ailments to targets, to additionaly apply special [[aura]]s to these targets; these auras have the same effects and last the same durations as the original [[debuff]]s. Hence the proliferation effect itself will not be proliferated, only a target that has received a status ailment as a result of being hit will proliferate status ailments. There can be more than one proliferation effect on the same target at the same time.
'''Elemental proliferation''' is a [[modifier]] that makes [[hit]]s apply [[debuff]]s from status ailments as [[aura]]s to targets; these debuff auras has the same effects and last the same durations as the original [[debuff]]s. Hence enemies, affected by these auras, do not gain them, only a target that has received a status ailment as a result of being hit. Similarly to status ailments there can be more than one proliferation effect on the same target at the same time.


Status ailments will continue to proliferate even after the affected target is dead, so long as it leaves a corpse. If a corpse is destroyed (e.g. shattered due to being [[Freeze|frozen]], [[Detonate Dead|detonated]] or [[Raise Zombie|raised]]) it will stop the proliferation.
Since status aliments (ignite, chill and shock) stay on corpses after death, debuff auras also stay are spread their effects to enemies around these corpses as long as debuff durations run out or a corpse it destroyed (e.g. shattered due to being [[Freeze|frozen]], [[Detonate Dead|detonated]] or [[Raise Zombie|raised]]).


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

Revision as of 17:47, 23 June 2016

Status ailments (also referred to as elemental status ailments) encompass a variety of detrimental effects that are associated with elemental damage. Status ailments are in some ways similar to debuffs and curses, but they are categorically different. There is no inherent limit on the number of different status ailments a target can have at any given time.

List of status ailments

Icon Description
File:Burning.png Ignite is associated with fire and causes the affected target to burn, taking fire damage over time.
File:Chilled.png Chill is inherent to cold and applies a slow effect to the character, affecting the animation speed at which the character plays.
File:Frozen.png Freeze is also associated with cold and prevents the affected target from taking actions.
File:Shocked.png Shock is associated with lightning and causes the affected target to take increased damage from all sources.

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.

Ignite, freeze, and shock can be inflicted by critical strikes 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 effects also apply elemental status ailments on units over them.

Alter the default behaviour

There are few ways to change the default mechanics:

  • The unique Module Error: No results found for item using search term "item_name = Three Dragons" changes which element can apply a particular status ailment.
  • Elemental Conflux makes all hits apply chill, shock and ignite based on damage dealt from all combined damage types.

Proliferation

Elemental proliferation is a modifier that makes hits apply debuffs from status ailments as auras to targets; these debuff auras has the same effects and last the same durations as the original debuffs. Hence enemies, affected by these auras, do not gain them, only a target that has received a status ailment as a result of being hit. Similarly to status ailments there can be more than one proliferation effect on the same target at the same time.

Since status aliments (ignite, chill and shock) stay on corpses after death, debuff auras also stay are spread their effects to enemies around these corpses as long as debuff durations run out or a corpse it destroyed (e.g. shattered due to being frozen, detonated or raised).

Ground effects such as burning or chilling ground do not count as status ailments and therefore will not be proliferated.

Effects which modify area of effect radius and damage will apply to the proliferation effect.

Sources of elemental proliferation:

Achievements

Name Description
Elemental Trinity
Slay an enemy that is simultaneously Ignited, Shocked, and Frozen.

See also