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Bleeding

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Bleeding
Ailment
Bleed status icon.png
You are Bleeding, causing you to take Physical Damage over time. The Damage will be higher while you are moving.

Bleeding, or bleed, is an ailment that deals physical damage over time to the affected target.[1] Moving targets suffer increased bleeding damage. Only physical damage hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.

Mechanics

Infliction

Attack will inflict 1 application of bleed if:

  • Base damage of attack have non-zero physical component
  • Attack successfully lands (is not blocked, dodged or evaded) [citation needed]
  • Attack has a chance to cause bleeding and it passes the chance-check (ex:Module Error: Item link: No results found for search parameter "Bloodplay".)
    • Or attack is guaranteed to cause bleeding (ex:Module Error: Item link: No results found for search parameter "Farrul's Pounce".)

Different applications of bleed are inflicted independently.

Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (Module Error: Item link: No results found for search parameter "The Golden Rule"., Double StrikeDouble StrikeAttack, Melee, Strike, Physical
Level: (1-20)
Cost: 5 Mana
Attack Speed: 80% of base
Attack Damage: (91-112)% of base
Effectiveness of Added Damage: (91-112)%
Performs two fast strikes with a melee weapon.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Attack Speed2% increased Elemental Damage1% chance to Maim on HitDeals (91.3-112)% of Base Attack Damage
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies
25% chance to cause Bleeding
+(0-2) to Melee Strike Range
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Double Strike skill icon.png
, Module Error: Item link: No results found for search parameter "Haemophilia".).

Damage

Bleed deals physical damage over time.

Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second) [2].

By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.

If Crimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack's physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack's average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.

Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or Immortal CallImmortal CallSpell, Duration, Guard
Level: (1-20)
Cost: (21-36) Mana
Cooldown Time: 3.00 sec
Can Store 1 Use(s)
Soul Gain Prevention: 0 sec
Cast Time: Instant
Requires Level 34Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Skill Effect Duration1% increased Cooldown Recovery Rate-0.1% less Physical Damage taken per Endurance Charge removed
0.1% less Elemental Damage taken per Endurance Charge removed
Base duration is 1 seconds
(25-34)% less Elemental Damage taken
(25-35)% less Physical Damage taken
15% less Physical Damage taken per Endurance Charge removed
20% increased Buff Duration per Endurance Charge removed
This Skill's Cooldown does not recover during its effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Immortal Call skill icon.png
.

Bleed damage can be increased by the VulnerabilityVulnerabilitySpell, AoE, Duration, Curse, Physical, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Radius: 22
Requires Level 24Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding, and ailments inflicted on them will deal damage faster.Per 1% Quality:1Superior2Anomalous3DivergentAttacks Hits against Cursed Enemies have 0.5% chance to inflict Bleeding0.5% increased Effect of CurseAttack Hits have 0.5% chance to Maim Cursed Enemies for 4 secondsBase duration is (9-10.9) seconds
Cursed enemies take (30-39)% increased Physical Damage
Attacks Hits against Cursed Enemies have 20% chance to inflict Bleeding
Ailments inflicted on Cursed Enemies deal Damage 20% Faster
Curse gains 10 Doom per second if you Cast this Spell yourself
+(0-10) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Vulnerability skill icon.png
hex and, like all damage-over-time effects, the DespairDespairSpell, AoE, Duration, Chaos, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Radius: 22
Requires Level 24Curses all targets in an area, lowering their chaos resistance and increasing damage over time they take. All hits will deal added chaos damage to the cursed enemies.Per 1% Quality:1Superior2Anomalous3DivergentCursed enemies take 0.5% increased Damage from Damage Over Time effects0.5% increased Effect of CurseSpell Hits have 0.5% chance to Hinder Cursed Enemies with 30% reduced Movement Speed for 4 secondsBase duration is (9-10.9) seconds
Cursed enemies have -(20-29)% to Chaos Resistance
Cursed enemies take (15-25)% increased Damage from Damage Over Time effects
Adds (9-46) to (12-57) Chaos Damage to Hits against Cursed Enemies
Curse gains 10 Doom per second if you Cast this Spell yourself
+(0-10) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Despair skill icon.png
hex.

Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.[3]

Duration

The base duration of bleed is 5 seconds.[4] This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn't moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.

Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment.[5] For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.

Modifiers

Damage modifiers

As a damage over time effect, bleed's damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed:

  • Damage
  • Physical Damage (including physical damage over time multiplier)
  • Damage over Time
  • Bleeding Damage

Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.

Also, bleed is non-elemental ailment, so Damage from Ailments modifier will also affect the damage of bleed.

Flat Physical Attack Damage modifiers, being count in base attack damage, also affects bleed damage.

Other modifiers of increased/reduced/more/less type affecting hits (attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.

Defensive modifiers

Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as Armour or Fortify.

To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.

Also incoming damage from bleed can be affected by affecting attacker's base physical attack damage, with for example Module Error: Item link: No results found for search parameter "Lori's Lantern"..

Duration modifiers

Bleed's duration can be affected by following modifiers:

  • Ailment duration
  • Bleeding duration
  • Bleed from PuncturePunctureAttack, Projectile, Duration, Melee, Strike, Physical, Bow
    Level: (1-20)
    Cost: 6 Mana
    Attack Speed: 70% of base
    Attack Damage: (134-164)% of base
    Effectiveness of Added Damage: (135-165)%
    Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.Per 1% Quality:1Superior2Anomalous3Divergent4PhantasmalBleeding inflicted by this Skill deals Damage 0.5% fasterProjectiles Pierce 0.1 additional TargetsMelee Strikes target 0.1 additional nearby Enemies0.5% chance to Maim on HitDeals (134.74-164.56)% of Base Attack Damage
    Base duration is 8 seconds
    (3-75) to (4-113) Added Attack Physical Damage
    (30-49)% more Damage with Bleeding
    Causes Bleeding
    +(0-2) to Melee Strike Range
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Puncture skill icon.png
    is also affected by Debuff duration

Removal and immunity

  • a flask with the Module Error: No results found. suffix removes bleeding when used and grants immunity to it while active
  • Pathfinder's passive Master Surgeon causes all flasks to remove bleeding when used
  • Module Error: Item link: No results found for search parameter "Death's Door". and Module Error: Item link: No results found for search parameter "Craiceann's Carapace". grant immunity to bleeding
  • Slayer's passive Endless Hunger grants unaffected by bleeding while leeching
  • The Watcher's Eye can roll a modifier that grants unaffected by bleeding while affected by Malevolence

Other

  • The Bloodlust SupportBloodlust SupportAttack, Physical, Support, Melee
    Icon: L
    Level: (1-20)
    Cost & Reservation Multiplier: 125%
    Requires Level 18Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Melee Damage against Bleeding EnemiesSupported Skills have 0.5% chance to Crush for 2 seconds on HitSupported Skills have 0.5% chance to refresh Bleeding Duration on HitSupported Skills deal (40-59)% more Melee Physical Damage against Bleeding enemies
    Supported Attacks cannot cause Bleeding
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
    support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
  • The Module Error: Item link: No results found for search parameter "Bloodgrip". unique amulet and the Module Error: Item link: No results found for search parameter "The Infinite Pursuit". unique boots prevent the extra bleed damage taken by movement.

Active skill gems

Related base stats

The following active skill gems have stats related to bleed:
There are currently no active skill gems that have stats related to bleed.

Related quality stats

The following active skill gems have quality stats related to bleed:
There are currently no active skill gems that have quality stats related to bleed.

Support skill gems

Related base stats

The following support skill gems have stats related to bleed:
There are currently no support skill gems that have stats related to bleed.

Related quality stats

The following support skill gems have quality stats related to bleed:

Skill gemStr.Dex.Int.Lvl.
Bloodlust SupportBloodlust SupportAttack, Physical, Support, Melee
Icon: L
Level: (1-20)
Cost & Reservation Multiplier: 125%
Requires Level 18Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Melee Damage against Bleeding EnemiesSupported Skills have 0.5% chance to Crush for 2 seconds on HitSupported Skills have 0.5% chance to refresh Bleeding Duration on HitSupported Skills deal (40-59)% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
yesyesyes18
Brutality SupportBrutality SupportPhysical, Support
Icon: U
Level: (1-20)
Cost & Reservation Multiplier: 130%
Requires Level 38Supports any skill that deals damage.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Physical DamageSupported Attacks have 0.5% chance to cause BleedingSupported Skills Overwhelm 0.25% Physical Damage ReductionSupported Skills deal (40-59)% more Physical Damage
Supported Skills deal no Elemental Damage
Supported Skills deal no Chaos Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
yesyesyes38

Related items

Base items

The table below shows base items that have the modifier 15-20% chance to cause Bleeding on Hit.

ItemLvl.Stats

Unique items

ItemLvl.Stats

Related passives skills

Chance to bleed with attacks

No results found for the given query.

Chance to bleed with bow attacks

No results found for the given query.

Bleed damage

No results found for the given query.

Bleed duration

No results found for the given query.

Cluster Jewel passive skills

The following Cluster Jewel passives are related to Bleeding: No results found for the given query.

Miscellaneous

No results found for the given query.

Ascendancy passives

No results found for the given query.

Related modifiers

Prefix

No results found

Suffix

No results found

Corrupted implicit mods

No results found

Jewel mods

No results found

Abyss jewel mods

No results found

Delve drop-only mods

These mod can only be found in specific node in Delve Azurite Mine: No results found

Map mod

No results found

Legacy mods

The lists below displays Bleed related modifiers where all spawn weights have been set to zero. No results found

Delve fossil mods

Since version 3.10.0, these "domain 16" modifiers are disabled to spawn No results found

References

  1. Mark_GG (October 17, 2012). "Is Puncture affected by buff/debuff duration passives?". Path of Exile Forums. Retrieved December 23, 2015.
  2. Mark_GGG (August 4, 2017). "the damage of player Ignites, Poisons, and Bleeding has been greatly increased". Official Path of Exile Forums. Retrieved August 8, 2017.
  3. Mark_GGG (July 27, 2017). "3.0Dual Strike and Cleave can only bleed of one of the weapon, GGG should make an exception for these". Path of Exile Reddit. Retrieved July 27, 2017.
  4. AGiantSquid (March 11, 2013). "Question Regarding the Blood Reaper 'Bleed'". Path of Exile Forums. Retrieved July 10, 2013.
  5. Mark_GGG (April 15, 2012). "Puncture". Official Path of Exile Forums. Retrieved July 7, 2013.

Cite error: <ref> tag with name "ImmortalCall" defined in <references> is not used in prior text.

Cite error: <ref> tag with name "MeleeDamage" defined in <references> is not used in prior text.

Version history

Version Changes
3.9.0
  • Chance to Bleed and Bleed Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Bleeding damage now have higher values and also grants some chance to inflict Bleed.
3.0.0
  • Bleeding but now deals half damage while the target was stationary, from one sixth its damage. (outdated!) The ratio remains unchanged for Bleeding caused by monsters.
  • Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
  • 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).

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