Elemental_proliferation
Old: Yueren 2021-08-27 11:17:37
New: horsepowerhsu 2021-08-27 07:44:46
Old | New | Differences | |
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1 | - | # Bleeding | |
2 | - | **Bleeding**, or **bleed**, is an [[ailment]] that deals [[physical]] [[damage over time]] to the affected target. 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. | |
3 | - | ||
4 | - | ## Mechanics | |
5 | - | ### Infliction | |
6 | - | Attack will inflict 1 application of bleed if: | |
7 | - | ||
8 | - | - Base damage of attack have non-zero physical component | |
9 | - | - Attack successfully lands (is not blocked, dodged or evaded) *[citation needed]* | |
10 | - | - Attack has a chance to cause bleeding and it passes the chance-check (ex:[[Bloodplay]]) | |
11 | - | - Or attack is guaranteed to cause bleeding (ex:[[Farrul's Pounce]]) | |
12 | - | ||
13 | - | Different applications of bleed are inflicted independently. | |
14 | - | ||
15 | - | Apart from dealing damage, the **bleeding** state (presence of **bleed** stacks) can interact with other mechanics ([[The Golden Rule]], [[Double Strike]], [[Haemophilia]]). | |
16 | - | ||
17 | - | ### Damage | |
18 | - | Bleed deals physical [[damage over time]]. | |
19 | - | ||
20 | - | 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) . | |
21 | - | ||
22 | - | By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time. | |
23 | - | ||
24 | - | 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. | |
25 | - | ||
26 | - | 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]]. | |
27 | - | ||
28 | - | Bleed damage can be increased by the [[Vulnerability]] hex and, like all damage-over-time effects, the [[Despair]] hex. | |
29 | - | ||
30 | - | **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. | |
31 | - | ||
32 | - | ### Duration | |
33 | - | 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. | |
34 | - | ||
35 | - | 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. | |
36 | - | ||
37 | - | ### Modifiers | |
38 | - | ### Damage modifiers | |
39 | - | As a [[damage over time]] effect, bleed's damage can be affected positively or negatively by some damage [[modifiers]]. | |
40 | - | ||
41 | - | The following modifiers will directly affect the damage of bleed: | |
42 | - | ||
43 | - | - <span class="explicitMod">Damage</span> | |
44 | - | - <span class="explicitMod">Physical Damage</span> (including physical damage over time multiplier) | |
45 | - | - <span class="explicitMod">Damage over Time</span> | |
46 | - | - <span class="explicitMod">Bleeding Damage</span> | |
47 | - | ||
48 | - | <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. | |
49 | - | ||
50 | - | Also, bleed is non-elemental ailment, so <span class="explicitMod">Damage from Ailments</span> modifier will also affect the damage of bleed. | |
51 | - | ||
52 | - | <span class="explicitMod">Flat Physical Attack Damage</span> modifiers, being count in base attack damage, also affects bleed damage. | |
53 | - | ||
54 | - | 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. | |
55 | - | ||
56 | - | ### Defensive modifiers | |
57 | - | Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as [[Armour]] or [[Fortify]]. | |
58 | - | ||
59 | - | To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers. | |
60 | - | ||
61 | - | Also incoming damage from bleed can be affected by affecting attacker's base physical attack damage, with for example [[Lori's Lantern]]. | |
62 | - | ||
63 | - | ### Duration modifiers | |
64 | - | Bleed's duration can be affected by following modifiers: | |
65 | - | ||
66 | - | - <span class="explicitMod">Ailment duration</span> | |
67 | - | - <span class="explicitMod">Bleeding duration</span> | |
68 | - | - Bleed from [[Puncture]] is also affected by <span class="explicitMod">Debuff duration</span> | |
69 | - | ||
70 | - | ### Removal and immunity | |
71 | - | - a [[flask]] with the <span class="explicitMod">of Staunching</span> suffix removes bleeding when used and grants immunity to it while active | |
72 | - | - [[Pathfinder]]'s passive [[Master Surgeon]] causes all flasks to remove bleeding when used [[Death's Door]] and [[Craiceann's Carapace]] grant immunity to [[bleeding]] | |
73 | - | - [[Slayer]]'s passive [[Endless Hunger]] grants unaffected by bleeding while [[leech]]ing | |
74 | - | - The [[Watcher's Eye]] can roll a modifier that grants unaffected by bleeding while affected by [[Malevolence]] | |
75 | - | ||
76 | - | ### Other | |
77 | - | - The [[Bloodlust Support]] support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding. | |
78 | - | - The [[Bloodgrip]] unique amulet and the [[The Infinite Pursuit]] unique boots prevent the extra bleed damage taken by movement. | |
79 | - | ||
1 | + | # Elemental proliferation |