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Talk:Bleeding
Corrupting Blood
Shouldn't there be a new article for this type of "bleed"? It seems fairly distinct, and it is not just a nemesis mod anymore anyway, Dominus can also inflict these stacks, as can some of the Invasion bosses such as Ataguchu. It seems to warrant its own article. Cilibinarii (talk) 12:39, 20 March 2014 (UTC)
- For the sake of clarity, there are several distinct terms that shouldn't be conflated. First of all, Corrupting Blood is a nemesis mod that inflicts a "physical degen charge" every time the monster is hit. A "physical degen charge" is not the same as bleed either, and only does flat damage over time. I guess the issue is that we don't really have a good word for "physical degen charges", like we do for Viper Strike charges. —Vini (t|c) 13:40, 20 March 2014 (UTC)
- If it helps, the game file just calls them "corrupted blood stacks". Chriskang (talk) 16:18, 20 March 2014 (UTC)
- The debuff icon is also called "Corrupted Blood" when you have those charges on you (and IIRC, "Corrupted Blood Rain" for the different/separate temporary stacks you receive while under the blood rain of Dominus). It's also at least in some way a form of bleeding as it can be removed with "Removes Bleeding". I don't really have a suggestion on how to deal with this stuff though. Ezhiel (talk) 17:30, 20 March 2014 (UTC)
- I forgot that you could remove corrupted blood stacks with "Removes Bleeding" flasks. But the effect is just a constant DoT right? It doesn't increase when the character is moving, does it? I don't have an easy way to test this at the moment. —Vini (t|c) 17:51, 20 March 2014 (UTC)
- The debuff icon is also called "Corrupted Blood" when you have those charges on you (and IIRC, "Corrupted Blood Rain" for the different/separate temporary stacks you receive while under the blood rain of Dominus). It's also at least in some way a form of bleeding as it can be removed with "Removes Bleeding". I don't really have a suggestion on how to deal with this stuff though. Ezhiel (talk) 17:30, 20 March 2014 (UTC)
- If it helps, the game file just calls them "corrupted blood stacks". Chriskang (talk) 16:18, 20 March 2014 (UTC)
Bloodlust, what is the cause of bleeding
"The Bloodlust Support support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding."
I guess it wanted to be "prevents the linked active skill gem itself from causing bleeding". (Not this support skill.)
But I have a hypothesis that it is not the truth. The truth maybe something like: "removes the bleeding part from any attack in which the linked active skill gem instance participates".
Even if the bleeding does not come from the active gem. But, for example, from an allocated "Bleed support" node in the passive tree. And maybe even when the character does the attack indirectly, via totem. When attacking, either the character uses no skill (default attack), or there is an "actioning" socket group. There may be (for example) Puncture gem instances in more than one socket group. If there is a Bloodlust in the actioning socket group (let it be even trap or totem), then there will be no bleed initiating. If there is no Bloodlust in the actioning socket group (or there is no actioning group) then bleed initiating can occur. —Preceding unsigned comment added by Dndmpdju9kvo4fwpxn5 (talk • contribs) 01:31, 6 December 2019 (UTC)
Bleed and spell
In game tool tip only said Bleed scale with the initial physical damage that hit the enemies , but does not say attack or spell. Yes all skill gem that have internal bleed modifier are attack gem, so did all support gem that have chance to bleed only applies to attack.
So, a weird question, by using Module Error: Item link: No results found for search parameter "Goredrill"., the mod 50% chance to cause Bleeding on Critical Strike only apply to Critical Strike hit from this weapon or apply to any physical spell Critical Strike hit or not?
Also Module Error: Item link: No results found for search parameter "Bloodplay". and Module Error: Item link: No results found for search parameter "Flesh-Eater". the mod #% chance to cause Bleeding on Hit refer to the hit from that weapon or not?
Because it is weird that the wording of newer weapon just like Module Error: Item link: No results found for search parameter "The Crimson Storm"., is 50% chance to inflict Bleeding on Critical Strike with Attacks. Neokowloon (talk) 07:01, 2 April 2020 (UTC)
- Nevermind, the mod from Goredrill, Module Error: No results found. seem refer to local chance. So did Module Error: No results found.. Neokowloon (talk) 14:10, 1 June 2020 (UTC)
- Correct. Those mods are local. —Vini (t|c) 01:37, 3 June 2020 (UTC)
- It looks like they reserve the spell bleed for future, but for now seem every source of bleed refer to attack skill only. New item has explicitly stated "attack" as global mod, but the old one with that add local chance to bleed is not that clear on wording unless viewing the stat id behind. Neokowloon (talk) 15:58, 3 June 2020 (UTC)
- Correct. Those mods are local. —Vini (t|c) 01:37, 3 June 2020 (UTC)
Energy shield
What is the relation between energy shield and bleeding? Bleeding decreases my energy shield, then when it is gone, decreases my life? Or, bypasses energy shield, and starts decreasing my life (even when I have nonzero energy shield)? (So, it is equivalent to poison?) Dndm 17:48, 13 June 2021 (UTC)
- Bleed is physical damage, and as such, does not bypass energy shield. It may if you have modifiers or Keystones that cause it to, but by default, it will not. Normal energy shield rules apply hence: The energy shield will tank all incoming non-chaos damage (again, unless you alter that behavior) until it is depleted, at which point it will deduct from your life instead (which spells death with Chaos Inoculation allocated). — Infinal (talk) 18:17, 13 June 2021 (UTC)