Ailment

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Revision as of 20:26, 22 August 2017 by >ThemJohns (Passive skills list)
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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 Mask
Evasion: (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.

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
  • 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

  1. Rory (May 3, 2017). "Damage Over Time Changes - Part 2". Official Path of Exile Forums. Retrieved August 6, 2017.
  2. 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.