DamagingAilments Ref /17
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging Ailment have reduced Life regeneration rate. Only the strongest instance of this Debuff will apply. Does not Support Skills used by Minions.
Lesser Robust Rune
Stack Size: 1 / 10
All Equipment: +6 to Strength
Wand or Staff:
Armour:
Place into an empty Augment Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Bounded:
Wand or Staff: +100 to Armour
Armour: +10 to maximum Life, +10 to maximum Mana
Soul Core of Tacati
Stack Size: 1 / 10
Armour: +11% to Chaos Resistance
Regenerate 1% of maximum Life per second while affected by any Damaging Ailment
Regenerate 1% of maximum Life per second while stationary
15% increased Critical Spell Damage Bonus
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
15% increased Duration of Damaging Ailments on Enemies
Damaging Ailments Cannot Be inflicted on you while you already have one
Damaging Ailments deal damage 12% faster
15% increased Duration of Damaging Ailments on Enemies
20% increased chance to inflict Ailments
15% increased Duration of Damaging Ailments on Enemies
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Damaging Ailments
base physical damage reduction rating no display [200]
Hit Damage
Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Resistance Penetration
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.