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Bleeding
Resumo
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

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.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.

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

Aggravated Bleeding
Resumo
Bleeding that has been Aggravated always treats the target as moving, dealing 100% extra damage.

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

ItemRequired levelStats
Cortes ProfundosCortes ProfundosPhysical
Tier: 3
Level: 1
Supports 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 Hits
Place 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.
175% 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) metres
Skills can be managed in the Skills Panel.
1Deals (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.
1Supported Skills have 50% chance to inflict Bleeding
RupturaRupturaPhysical
Tier: 3
Level: 1
Supports 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.
1Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies
ViolênciaViolênciaAttack, Melee, Physical
Tier: 1
Level: 1
Supports 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 Bleeding
Place 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.
1Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding

Related base items

ItemBase itemItem classRequired levelStats
Patuá do EstancamentoPatuá do EstancamentoLasts 3.00 Seconds
Consumes 60 of 80 Charges on use
Grants Immunity to Bleeding
Requires 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.
Charm18Used 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.Quiver44Attacks have (10-15)% chance to cause bleeding

Related unique items

ItemBase itemItem classRequired levelStats
Hermit GarbBody Armour1(30-50)% increased Evasion and Energy Shield
+(10-20) to Dexterity
(40-60)% reduced Bleed Duration on you
Bleeding you inflict is Aggravated

Passives

Erro em lua: Erro: a tabela passive_skills não foi encontrada..

Version history

Versão Mudanças
0.1.0
  • Introduced to the game.