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# 流血 <img align="center" valign="center" src="https://i.imgur.com/iCAKgb0.png" style="float: right; margin: 0px; width: 10%" > **流血**,是一種 [[ailment]] ,對影響目標造成 [[physical]] [[damage over time]] 。移動的目標會承受額外的流血傷害。 只有 [[physical damage]] 擊中能夠造成流血。截至目前的遊戲版本 ,所有在武器上獲得的機率造成流血作為區域詞綴,或是流血機率被限制在攻擊上。 所以,現在流血被限制成只有攻擊技能可以造成的狀態。 ## 流血機制 ### 造成方法 達成以下條件,攻擊會施加 1 個流血狀態: - 攻擊的基礎傷害有物理傷害。 - 攻擊成功擊中,並且造成傷害(沒有被[[block]]、[[dodge]]、或[[evasion]] ) *[來源請求]* - 攻擊有機率造成流血,而且判定流血成功 (例如:[[Bloodplay]]) - 或者攻擊必定造成流血 (例如:[[Farrul's Pounce]]) 不同來源的流血是各自獨立造成的。 除了造成傷害,**流血**狀態 ( **流血**疊層的存在) 能夠和其他機制互相影響([[The Golden Rule]], [[Double Strike]], [[Haemophilia]])。 ### 傷害 流血造成物理[[damage over time]]。 造成流血的潛在傷害是基於造成流血攻擊的基礎物理點傷:如果目標站著不動,每秒 **70%** 物理傷害(如果是敵怪減少至 10% ).。如果目標在移動,流血造成額外傷害等同於兩倍基礎傷害,總共相當於三倍基礎傷害(每秒 **210%** )。 默認情況下 ,只有最強(最高每秒傷害DPS)的流血將在特定時間內實際造成傷害。 如果[[Crimson Dance]]有效,一層流血的潛在傷害是 35% 的當下攻擊的物理點傷害,不管目標是否有在移動, 最強的 8 層將在特定時間內造成傷害。因此在目標上維持總共 8 層將會造成額外每秒 **280%** 當下攻擊的平均物理點傷害。這在長時間的戰鬥中有效地使流血 每秒傷害DPS 翻了四倍。 Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or [[Immortal Call]]. Bleed damage can be increased by the [[Vulnerability]] hex and, like all damage-over-time effects, the [[Despair]] 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. ### Duration The base duration of bleed is 5 seconds. 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. 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: - <span class="explicitMod">Damage</span> - <span class="explicitMod">Physical Damage</span> (including physical damage over time multiplier) - <span class="explicitMod">Damage over Time</span> - <span class="explicitMod">Bleeding Damage</span> <span class="explicitMod">Trap, mine, minion or totem</span> 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 <span class="explicitMod">Damage from Ailments</span> modifier will also affect the damage of bleed. <span class="explicitMod">Flat Physical Attack Damage</span> modifiers, being count in base attack damage, also affects bleed damage. Other modifiers of increased/reduced/more/less type affecting hits ([[attack]], [[melee]], [ranged](Ranged_skill), [[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 [[Lori's Lantern]]. ### Duration modifiers Bleed's duration can be affected by following modifiers: - <span class="explicitMod">Ailment duration</span> - <span class="explicitMod">Bleeding duration</span> - Bleed from [[Puncture]] is also affected by <span class="explicitMod">Debuff duration</span> ### Removal and immunity - a [[flask]] with the <span class="explicitMod">of Staunching</span> 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 [[Death's Door]] and [[Craiceann's Carapace]] grant immunity to [[bleeding]] - [[Slayer]]'s passive [[Endless Hunger]] grants unaffected by bleeding while [[leech]]ing - The [[Watcher's Eye]] can roll a modifier that grants unaffected by bleeding while affected by [[Malevolence]] ### Other - The [[Bloodlust Support]] support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding. - The [[Bloodgrip]] unique amulet and the [[The Infinite Pursuit]] unique boots prevent the extra bleed damage taken by movement.
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