Ailment

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Revision as of 17:11, 15 February 2013 by >Cgibbard (→‎Duration: Elemental Weakness does not cause status ailments.)
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Ignite, Chill, Freeze, and Shock are collectively known as Status Ailments.

Ignite

Ignite causes targets to burn, dealing damage over time as fire based on the initial amount of fire damage dealt. Humanoids, Monkeys and Sea Witches will flee while burning.

Basic Ignite effects last 4 seconds, and the amount of damage over time is 1/3 of the initial fire damage dealt, per second. So a total of 4/3 of the original damage, over 4 seconds. The total damage of the Ignite Status Ailment can be increased with skill gem bonuses, passive skills, and item mods that increase burning damage. In addition, the Vulnerability curse can increase burning damage, and the Temporal Chains curse can increase the duration of the burning effect without reducing the damage done per second.

Separate applications of Ignite do not strictly stack. All Ignite effects applied will be present on an enemy, but only the Ignite effect with the highest health degeneration value will take place at any given time. For example, if you apply an effect that damages an enemy for 10 health a second, and then 1 second later apply another that does 7 health each second, the enemy will burn for 10 health per second for the first 10 seconds. Then that effect will end and the 7 damage per second effect will apply for one second before expiring.

Chill & Freeze

  • Chill slows the movement, attack, and cast speed of affected targets by 30%.
  • Freeze completely prevents targets from moving or using skills. Only flasks can be used in this state. Enemies killed while frozen will automatically shatter, leaving no usable corpse and ending any Status Ailments on the corpse (which is important for Elemental Proliferation). Chilled enemies also have a chance to shatter.

Shock

  • Shock causes affected targets to take increased damage. This can be stacked up to three times on one target. In this state, monsters or players take 40% more damage per instance of Shock from all sources. Under the effects of 3 stacks of Shock, an enemy would take 220% of the damage that would normally be done without any Shock effects, no matter the type or source of the damage.

Duration

The duration of the Chill, Freeze, and Shock statuses are related to the amount of cold or lightning damage dealt. Bonuses to their duration can also be granted by skills and support gems, passive skills, and item mods. Temporal Chains will also increase the duration of all Status Ailments.

The duration for these effects are calculated as follows:

  • Shock: 276ms per 1% max life dealt as lightning
  • Chill: 138ms per 1% max life dealt as cold
  • Freeze: 100ms per 1% max life dealt as cold

Status Ailments can also be triggered by skills such as Glacial Hammer, Burning Arrow, Chance to Ignite. When skills such as these trigger Status Ailments, the amount of relevant damage done is used just as it would be in the case of a critical hit. Because critical hits tend to do more damage than normal hits that can trigger a Status Ailment, the effects of a non-critical Status Ailment are often less severe. Such effects can still be quite powerful if the relevant damage type is very high. If the duration based on the damage would be less that 300ms, it's ignored entirely. The only exception is Ignite, which will still take place no matter the amount of fire damage done. All three are capped at considering 1/3 of max life - if you deal more than 1/3 max life as that element, the Status Ailment occurs as though you did exactly 1/3.

The maximum unmodified durations are therefore:

  • Shock: 9.2 seconds
  • Chill: 4.6 seconds
  • Freeze: 3.33 seconds