Bleeding
Debuff inflicts [Physical] damage over time, and extra damage while moving. This Damage bypasses [EnergyShield|Energy Shield].
dummy_stat_display_nothing
base_bleeding_damage_taken_per_minute
Attribute /4
bleeding
Key | Value |
---|---|
BuffIcon | |
BuffGroupsID | 29 |
IsBuffDefinition | 1 |
BuffMergeModesID | 3 |
Code | base bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Code | dummy stat display nothing |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Bleeding
You are Bleeding, causing you to take Physical Damage over time.
base_bleeding_damage_taken_per_minute
Attribute /3
bleeding_stack
Key | Value |
---|---|
BuffGroupsID | 29 |
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
Code | base bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
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. 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 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.
Skill Gem /7
Skill Gem Quality /1
Item | Stats |
---|---|
Bleeding Concoction | Bleeding inflicted by this Skill deals Damage (0–20)% faster |
Support Gem /5
Item mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Sealing | 21 | Suffix | (36–40)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Alleviation | 37 | Suffix | (41–45)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Allaying | 50 | Suffix | (46–50)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Assuaging | 64 | Suffix | (51–55)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Staunching | 76 | Suffix | (56–60)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
Monsters mods /16
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Bloodletting | 16 | Suffix | Inflict Bleeding on Hit | |
1 | Unique | Attacks cause Bleeding bleed physical attack ailment | ||
1 | Unique | You are Immune to Bleeding bleed physical attack ailment | ||
1 | Unique | 10% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding bleed damage physical attack ailment | ||
Charlatan's Touch | 1 | Torment | 15% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | |
Charlatan's Grip | 1 | Torment | Attacks cause Bleeding bleed physical attack ailment | |
1 | Unique | Attack Hits have 40% chance to Maim you for 4 seconds 45% chance to be inflicted with Bleeding when Hit by an Attack enemy aggravate bleeding on attack hit chance % against self [20] vulnerability total armour - [1] caster curse | ||
1 | Unique | Attack Hits have 20% chance to Maim you for 4 seconds 45% chance to be inflicted with Bleeding when Hit by an Attack enemy aggravate bleeding on attack hit chance % against self [0] vulnerability total armour - [1] caster curse | ||
1 | Unique | 20% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding 35% chance for Attacks to Maim on Hit against Bleeding Enemies bleed physical attack ailment | ||
1 | Unique | Causes Bleeding | ||
1 | Unique | Attacks have 25% chance to cause Bleeding bleed physical attack ailment | ||
1 | Unique | display monster may inflict bleeding [1] | ||
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid being Poisoned 50% chance to Avoid Bleeding ailment | ||
1 | Unique | Always inflict Bleeding on Hit bleed physical ailment |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters have a 30% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | ||
52 | DelveArea | Monsters have a 40% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | ||
173 | DelveArea | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment |
Heist Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Impervious | 46 | Prefix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have a 20% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] bleed poison physical chaos attack ailment | |
Impervious | 73 | Prefix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have a 35% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] bleed poison physical chaos attack ailment | |
Impervious | 78 | Prefix | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have a 50% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] bleed poison physical chaos attack ailment |
Misc mods /14
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you start Bleeding | ||
of Sealing | 8 | Flask | Suffix | Grants Immunity to Bleeding for (6–8) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (6–8) seconds if used while affected by Corrupted Blood | |
of the Lizard | 8 | Flask | Suffix | (45–49)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | |
Bleeding | 1 | Jewel | Prefix | (3–7)% chance to inflict Bleeding on Hit | |
of Haemophilia | 1 | Jewel | Suffix | (5–15)% increased Bleeding Duration bleed physical attack ailment | |
Haemorrhaging | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Bleeding you inflict bleed damage physical attack ailment | |
Bleeding | 1 | Jewel | Prefix | 1% chance to inflict Bleeding on Hit | |
of Haemophilia | 1 | Jewel | Suffix | (3–7)% increased Bleeding Duration bleed physical attack ailment | |
Haemorrhaging | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Bleeding you inflict bleed damage physical attack ailment | |
of Stemming | 1 | Jewel | Unique | (30–35)% reduced Bleeding Duration on you bleed physical ailment | |
of Bleeding | 1 | Jewel | Unique | Attacks have (3–5)% chance to cause Bleeding (12–16)% increased Bleeding Duration bleed physical attack ailment | |
1 | Jewel | Unique | Bleeding you inflict is Reflected to you bleed physical attack ailment | ||
1 | Jewel | Unique | (30–40)% increased Armour while Bleeding defences | ||
1 | ExpeditionRelic | Prefix | Monsters' Attack Hits inflict Bleeding |
Item /3
Serrated Quiver
Requires: Level 44
Attacks have (10–15)% chance to cause Bleeding
Staunching Charm
Lasts 3 Second
Consumes 60 of 80 Charges on use
Currently has 80 Charges
Grants Immunity to Bleeding
Requires: Level 18
Used when you start Bleeding
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.3
Requires: Level 40, 72 Str, 29 Dex
(15–25)% chance to cause Bleeding on Hit
Unique /10
Adds (8–12) to (16–18) Physical Damage
+(10–15) to Strength
Causes Bleeding on Hit
(4–5) to (8–10) Physical Thorns damage
(30–50)% increased Evasion and Energy Shield
+(10–20) to Dexterity
(40–60)% reduced Bleeding Duration on you
Bleeding you inflict is Aggravated
(50–100)% increased Armour and Energy Shield
25% reduced maximum Life
(40–60)% reduced Bleeding Duration on you
Life Leech can Overflow Maximum Life
Grants Skill: Bone Blast
(80–100)% increased Spell Damage
Gain (10–15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
(120–160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15–20) to (25–30) Physical Thorns damage
(80–100)% increased Armour and Evasion
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
Aggravate Bleeding on targets you Critically Hit with Attacks
+(20–30)% to Fire Resistance
+(40–60) to maximum Life
+(20–30)% to Fire Resistance
-10% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
+(10–15) to all Attributes
+(15–30)% to Fire Resistance
+(15–30)% to Lightning Resistance
(10–15) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
(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
Passive /9
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
30% increased Critical Hit Chance against Bleeding Enemies
20% chance to Aggravate Bleeding on targets you Critically Hit with Attacks
10% chance to Aggravate Bleeding on targets you Hit with Attacks
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
Empowered Attacks deal 30% increased Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
Ascendancy Passive /1
Ascendancy: Blood Mage
Character: Witch
Gain 10% of Damage as Extra Physical Damage
Elemental Damage also Contributes to Bleeding Magnitude
Timeless Jewel Passive /4
Bloody Savagery
Vaal Notable
Bleeding you inflict deals Damage 10% faster
(25–35)% increased Physical Damage
Steel and Sorcery
Kalguuran Notable
10% increased effect of Arcane Surge on you
20% increased Magnitude of Bleeding you inflict
Aim for the Jugular
Kalguuran Notable
30% increased Accuracy Rating
10% increased Magnitude of Bleeding you inflict
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.