Bloodnotch: Difference between revisions

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==Mechanics==
==Mechanics==
A perfect roll jewel (or 50+% and {{psl|Unfaltering}}) combined with a 21/20 {{il|Petrified Blood}} and 30% [[recoup]], it is possible to take effectively no damage from [[stun]]ning hits. However, it is still possible to die if the player takes enough damage from 60% of the hit taken to be one-shot.<ref>https://www.reddit.com/r/pathofexile/comments/12g9uu7/comment/jfjdt5i/</ref>.  
A perfect roll jewel (or 50+% and {{psl|Unfaltering}}) combined with a 21/20 {{il|Petrified Blood}} and 30% [[recoup]], it is possible to take effectively no damage from [[stun]]ning hits. However, it is still possible to die if the player takes enough damage from 60% of the hit taken to be one-shot.<ref>https://www.reddit.com/r/pathofexile/comments/12g9uu7/comment/jfjdt5i/</ref>.  
* To be reliably stunned, the character must make Stun Threshold be based on [[Energy Shield]] instead of Life, such as through [[Energy Shield Mastery]] or {{il|Valyrium}}, and reduce maximum ES to zero through {{psl|The Agnostic}} or items like {{il|Gluttony}}. This causes all hits to be able to stun you, and removes the inherent 50% chance to ignore a stun while you have Energy Shield.  
* To be reliably stunned, the character can combine low or zero [[Energy Shield]] with an effect that bases Stun Threshold on ES instead of Life, such as the [[Energy Shield Mastery]] or {{il|Valyrium}}. Additionally, because players have an inherent 50% chance to ignore a stun while they have Energy Shield, this chance must be removed by {{psl|Eldritch Battery}}, having 0 maximum ES, or keeping current ES at 0 through effects like {{il|Blood Rage}}.  
* With high amounts of Stun Recovery, such as from {{il|Immutable Force}}, the player is barely interrupted by stun, allowing for synergy with [[Caster Mastery]]'s {{c|mod|25% more Spell Damage if you've been Stunned while Casting Recently}}.
* With high amounts of Stun Recovery, such as from {{il|Immutable Force}}, the player is barely interrupted by stun, allowing for synergy with [[Caster Mastery]]'s {{c|mod|25% more Spell Damage if you've been Stunned while Casting Recently}}.
* A hit that inflicts [[Freeze]] cannot also inflict stun.<ref>https://www.pathofexile.com/forum/view-thread/619526#p5518445</ref><ref>https://www.pathofexile.com/forum/view-thread/1837543#p14215715</ref> Additionally, a [[critical strike]] where the player takes [[cold]] damage (including from [[taken as]] sources) cannot stun, even if the hit does not or cannot inflict a freeze; this may be a result of a bug<ref>https://www.pathofexile.com/forum/view-thread/3404938</ref>.
* A hit that inflicts [[Freeze]] cannot also inflict stun.<ref>https://www.pathofexile.com/forum/view-thread/619526#p5518445</ref><ref>https://www.pathofexile.com/forum/view-thread/1837543#p14215715</ref> Additionally, a [[critical strike]] where the player takes [[cold]] damage (including from [[taken as]] sources) cannot stun, even if the hit does not or cannot inflict a freeze; this may be a result of a bug<ref>https://www.pathofexile.com/forum/view-thread/3404938</ref>.

Revision as of 12:10, 29 October 2023

Bloodnotch
Crimson Jewel
Limited to: 1(40-60)% of Damage taken from Stunning Hits is Recovered as LifeAt the core of the warrior's spirit,
a fierce determination burns,
igniting their capacity to endure.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
Vendor Offer
2x Alchemy Shard
Metadata
Item class: Jewel

Bloodnotch is a unique Crimson JewelCrimson JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..

Mechanics

A perfect roll jewel (or 50+% and Unfaltering) combined with a 21/20 Petrified BloodPetrified BloodSpell
Level: (1-20)
Reservation: 35% Mana
Cooldown Time: 1.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 24Applies a buff that protects the lower half of your life, preventing some of the immediate life loss when damaged by hits and applying the loss over time instead. Your life cannot be raised above low life other than by flasks, and while above low life, skills will cost life as well as mana.Life Recovery other than Flasks cannot Recover Life to above Low Life
When taking Damage from Hits, 40% of Life loss below half Life is Prevented, then (100-81)% of Life loss prevented this way is lost over 4 seconds
Skills gain a Base Life Cost equal to 40% of Base Mana Cost while not on Low Life

Additional Effects From 1-20% Quality:
-(0.25-5)% of Life loss prevented is lost over 4 seconds
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
and 30% recoup, it is possible to take effectively no damage from stunning hits. However, it is still possible to die if the player takes enough damage from 60% of the hit taken to be one-shot.[1].

  • To be reliably stunned, the character can combine low or zero Energy Shield with an effect that bases Stun Threshold on ES instead of Life, such as the Energy Shield Mastery or ValyriumValyrium
    Moonstone Ring
    Requires Level 38+(15-25) to maximum Energy Shield+(30-40) to maximum Energy Shield
    +(30-40)% to Fire Resistance
    -40% to Cold Resistance
    Stun Threshold is based on Energy Shield instead of Life
    They will rise and fall in fire and blood.
    . Additionally, because players have an inherent 50% chance to ignore a stun while they have Energy Shield, this chance must be removed by Eldritch Battery, having 0 maximum ES, or keeping current ES at 0 through effects like Blood RageBlood RageSpell, Duration, Physical
    Level: (1-20)
    Cost: (12-29) Life
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 16Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.Base duration is (7.00-10.80) seconds
    Grants (5-15)% increased Attack Speed
    1.2% of Attack Physical Damage Leeched as Life
    You take 4% of your Maximum Life per second as Physical Damage
    You take 4% of your Maximum Energy Shield per second as Physical Damage
    25% chance to gain a Frenzy Charge on Kill

    Additional Effects From 1-20% Quality:
    Grants (0.25-5)% increased Attack Speed
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    .
  • With high amounts of Stun Recovery, such as from Immutable ForceImmutable Force
    Crimson Jewel
    Limited to: 1(500-1000)% increased Stun and Block RecoveryHow simple a power, on which empires turn,
    when one man stands firm and says, "I refuse."
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    , the player is barely interrupted by stun, allowing for synergy with Caster Mastery's 25% more Spell Damage if you've been Stunned while Casting Recently.
  • A hit that inflicts Freeze cannot also inflict stun.[2][3] Additionally, a critical strike where the player takes cold damage (including from taken as sources) cannot stun, even if the hit does not or cannot inflict a freeze; this may be a result of a bug[4].
    • Because of this, immunity to freeze and critical strike avoidance (such as from Stun Mastery's Hits against you Cannot be Critical Strikes if you've been Stunned Recently or Garb of the EphemeralGarb of the Ephemeral
      Savant's Robe
      Energy Shield: (322-435)
      Movement Speed: -3%
      Requires Level 56, 600 Str, 752 Int<One to three random Synthesis implicit modifiers>(180-230)% increased Energy Shield
      +600 Strength and Intelligence Requirement
      Gain a Divine Charge on Hit
      +10 to maximum Divine Charges
      You gain Divinity for 10 seconds on reaching maximum Divine Charges
      Lose all Divine Charges when you gain Divinity
      Nearby 5.0m radius Allies' Action Speed cannot be modified to below Base Value
      Nearby 6.0m radius Enemies cannot deal Critical Strikes
      Exceptional men and women of strong will can flicker a spark,
      but something much greater is needed to unleash the wildfire of true divine flames.
      ) are valuable to ensure Bloodnotch's effect is not prevented. Applying Extinguish to an enemy does not work for this.

Item acquisition

Bloodnotch can drop anywhere. It can be chanced.

Recipes

Bloodnotch can be created from the following recipes:

AmountPartDescriptionMeta
4The Garish PowerThe Garish Power4JewelMaligaro may have valued function over form, but that did not mute his flair for the dramatic.Random jewelA
10The Eye of the DragonThe Eye of the Dragon10Jewel
Corrupted
Some powers are far too great even for the
gods of old.
Random corrupted jewelA
8Arrogance of the VaalArrogance of the Vaal8Item
Two-Implicit
Corrupted
Discovery can lead to beauty, or it can lead to ruin.
Random two-implicit corrupted itemA
4Jack in the BoxJack in the Box4ItemTurn the crank,
close your eyes,
and pray to the gods
for a pleasant surprise.
Random itemA
1Singular IncubatorSingular IncubatorStack Size: 10Adds an incubated Unique item to an equippable item
Item drops after killing {0} monsters
Right click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
Random itemA
1The VoidThe Void1Reach into the Void and claim your prize.Random divination card set exchangeA

Version history

Version Changes
3.21.0
  • Introduced to the game.