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Criou página com '{{Tooltip info | name = Bleeding | description = Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield<br><br> Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.<br><br> Physical damage from Hits Contributes to Bleeding Magnitude. Only damage dealt to Life will Contribute to Bleeding.<br><br> Damage does not Contri...' |
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Edição das 21h32min de 2 de fevereiro de 2025
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude. Only damage dealt to Life will Contribute to Bleeding.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Physical damage of the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This magnitude is not further affected by any modifiers to the damage you deal.
Bleeding or bleed is a damaging ailment that deals physical damage over time.
Mechanics
Bleeding deals 15% of a hit's physical damage dealt to Life (before mitigation and damage taken modifiers) as physical damage over time for 5 seconds. Bleeding deals an extra 100% damage while the target is moving, or if the bleeding is Aggravated. This percentage is affected multiplicatively by ailment magnitude. Ailment damage cannot be scaled directly; however, it can be indirectly scaled by modifying the hit damage.
Bleeding does not stack; each instance of bleeding has an independent duration and only the highest damage instance of bleeding will deal damage.
Bleeding chance depends on an explicit chance to inflict Bleeding.
Bleeding can only be applied if the hit deals damage to the defender's life; damage solely dealt to energy shield or redirected to anything other than life will not apply bleeding. Once applied, the damage over time from bleeding bypasses energy shield and damages life directly.
Note that bleeding can be applied by any skill that can hit, not exclusively attacks.
Aggravate
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards — each instance of Bleeding is Aggravated separately.
Aggravate is a mechanic related to bleeding. When a bleeding debuff is aggravated, it causes that bleeding debuff to permanently deal extra base damage over time, equivalent to if the target was moving. This multiplier does not stack even if the target is actually moving.
Each instance of aggravated bleeding is independent from all other instances of bleeding. A bleeding debuff that is aggravated will remain aggravated until its duration expires.
Related gems
Item | ![]() | Stats |
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Cortes ProfundosCortes ProfundosPhysical Tier: 3 Level: 1Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.75% more Magnitude of Bleeding inflicted with Supported Skills Supported Skills deal 25% less Damage with HitsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time. | 1 | 75% more Magnitude of Bleeding inflicted with Supported Skills Supported Skills deal 25% less Damage with Hits |
Explosão ÓsseaExplosão ÓsseaSpell, AoE, Physical, Duration Level: (1-20) Cast Time: 0.75 sec Critical Strike Chance: 14.00%Conjures a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.Deals (5–192) to (8–287) Physical Damage 20% chance to inflict Bleeding on Hit Ritual radius is 1 metre Ritual duration is 1 second Additional Effects From 1-20% Quality: Ritual radius is (0–0.4) metresSkills can be managed in the Skills Panel. ![]() | 1 | Deals (5–192) to (8–287) Physical Damage 20% chance to inflict Bleeding on Hit Ritual radius is 1 metre Ritual duration is 1 second |
LaceraçãoLaceraçãoPhysical Tier: 1 Level: 1 Cost & Reservation Multiplier: 120%Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.Supported Skills have 50% chance to inflict BleedingPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time. | 1 | Supported Skills have 50% chance to inflict Bleeding |
RupturaRupturaPhysical Tier: 3 Level: 1Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.Supported Skills Aggravate Bleeding on Hitting Heavy Stunned EnemiesPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time. | 1 | Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies |
ViolênciaViolênciaAttack, Melee, Physical Tier: 1 Level: 1Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies Supported Attacks cannot cause BleedingPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time. | 1 | Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies Supported Attacks cannot cause Bleeding |
Related base items
Item | Base item | Item class | ![]() | Stats |
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Patuá do EstancamentoPatuá do EstancamentoLasts 3.00 Seconds Consumes 60 of 80 Charges on use Grants Immunity to BleedingRequires Level 18Used when you start BleedingUsed automatically when condition is met. Can only hold charges while in belt. Refill at Wells or by killing monsters. | — | Charm | 18 | Used when you start Bleeding |
Aljava SerrilhadaAljava SerrilhadaRequires Level 44Attacks have (10-15)% chance to cause bleedingCan only be equipped if you are wielding a Bow. | — | Quiver | 44 | Attacks have (10-15)% chance to cause bleeding |
Related unique items
Item | Base item | Item class | ![]() | Stats |
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Hermit Garb | Body Armour | 1 | (30-50)% increased Evasion and Energy Shield +(10-20) to Dexterity (40-60)% reduced Bleed Duration on you Bleeding you inflict is Aggravated |
Passives
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Version history
Versão | Mudanças |
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0.1.0 |
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