Ailment: Difference between revisions

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'''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 [[debuff]]s and [[curse]]s, 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.
An '''elemental status ailment''' (or simply, '''status ailment''') is a detrimental effect associated with an [[elemental damage]] type.
 
Status ailments are in many ways similar to [[debuff]]s, but are categorically different. The most notable mechanic that sets status ailments apart from debuffs is that [[critical strikes]] inherently have a 100% chance to inflict status ailments. Another subtle yet important distinction between status ailments and debuffs is that modifiers to [[skill effect duration]] do affect the duration of debuffs applied by [[skill]]s, but not the duration of status ailments.<ref name="Community Questions" />


==List of status ailments==
==List of status ailments==
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Elemental [[ground effect]]s also apply elemental status ailments on units over them.
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.


===Altering the default behaviour===
===Altering the default behaviour===
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==See also==
==References==
* [[Poison]]
{{reflist|refs=
* [[Bleed]]
<ref name="Community Questions">{{cite web|author=Mark_GGG|date=June 23, 2016|title=Mechanical Questions Thread|url=http://www.pathofexile.com/forum/view-thread/1676002/page/43#p13422489|publisher=Path of Exile Forums|accessdate=June 23, 2016}}</ref>
* [[Blind]]
}}


[[Category:Status ailments| ]]
[[Category:Status ailments| ]]

Revision as of 21:03, 27 February 2017

An elemental status ailment (or simply, status ailment) is a detrimental effect associated with an elemental damage type.

Status ailments are in many ways similar to debuffs, but are categorically different. The most notable mechanic that sets status ailments apart from debuffs is that critical strikes inherently have a 100% chance to inflict status ailments. Another subtle yet important distinction between status ailments and debuffs is that modifiers to skill effect duration do affect the duration of debuffs applied by skills, but not the duration of status ailments.[1]

List of status ailments

Icon Description
Ignite is associated with fire and causes the affected target to burn, taking fire damage over time.
Chill is inherent to cold and applies a slow effect to the character, affecting the animation speed at which the character plays.
Freeze is also associated with cold and prevents the affected target from taking actions.
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. A freeze will only occur if the chance to freeze was hit, and all conditions were met. This is the same for ignite and shock.

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.

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

Altering 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.
  • Conflux makes all hits apply chill, shock and/or ignite based on damage dealt from all combined damage types.
  • Master Alchemist grants immunity to elemental status aliments during flask effect.

Proliferation

"Elemental Proliferation" redirects here. For the support gem, see Elemental Proliferation Support.

Elemental proliferation is a modifier that makes hits apply status ailment debuffs as auras to targets; these debuff auras have the same effects and durations as the original debuffs. Nearby enemies affected by these auras do not gain the auras, because only a target that has received a status ailment – as a result of being hit – 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 EmberwakeEmberwake
Ruby Ring
Requires Level 16+(20-30)% to Fire Resistance(30-40)% increased Fire Damage
(5-10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
Leave the world in flames behind you.
.

Modifiers 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 Module Error: No skills found with q_where = skill.active_skill_name="Increased Area of Effect Support" and Module Error: No skills found with q_where = skill.active_skill_name="Concentrated Effect Support"), proliferation effect will not benefit from them either.

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 frozen, detonated or raised).

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

Sources

Achievements

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

References

  1. Mark_GGG (June 23, 2016). "Mechanical Questions Thread". Path of Exile Forums. Retrieved June 23, 2016.