Aggravate Ref /20
Aggravated Bleeding
Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.

Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
(30–50)% increased Evasion and Energy Shield
+(10–20) to Dexterity
Bleeding you inflict is Aggravated
(40–60)% reduced Duration of Bleeding on You
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
30% increased Pin Buildup
Bleeding you inflict on Pinned Enemies is Aggravated
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
Bleeding
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.

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 Pre-mitigation Physical damage of the Hit that inflicted it. 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.
Bloodstained
While Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleed is Aggravated.

Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Crimson Assault
Bleeding you inflict is Aggravated and base Bleeding Duration is 1 second.
Aggravating any Bleeding
This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated.

It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
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