Ailment

Old: chuanhsing#2097 2025-01-24 08:39:30

New: jawnyjawns#2552 2025-01-26 05:36:01

OldNewDifferences
1-# Version 0.1.1b
1+# Ailment
22
3-* Added a new client command line option which sends us additional debug information (API markers, NVIDIA Nsight Aftermath, and DRED) from DirectX 12 client crashes. If you're experiencing a large number of crashes and using DirectX 12, then temporarily enabling this will assist us in identifying the cause. This can be enabled by adding "--ex-crash-report" to your Path of Exile 2 command line arguments/launch options.
4-* Fixed a bug where on rare occasions [[Zarokh, the Temporal]] could kill all targets of the hourglass time trial skill without giving a chance to avoid it.
5-* Fixed a bug where [[Una]] was not playing the audio for her song selections.
6-* Fixed a client crash related to checkpoint UI.
7-* Fixed an instance crash.
3+* Information about ailments is currently unverified and there are conflicting sources. Use with caution.
4+* Ailments are status effects that can be applied to enemies through various means
5+* The chance to inflict ailments depends on the pre-mitigation damage of the hit and the target's ailment threshold.
6+* The ailment threshold is typically equal to a monster's life. It is adjusted for unique monsters such as bosses.
7+Ailment damage can be scaled multiplicatively using ailment effect modifiers or indirectly by scaling the hit damage.
8+
9+## Bleeding: Damaging Physical
10+
11+* Deals 70% of base physical hit damage per second for 5 seconds
12+* Deals 210% damage while target is moving
13+* Only hits to life can inflict bleeding
14+* Damage bypasses energy shield
15+* Does not stack, but multiple instances can exist with only highest damage instance active
16+* Can be aggravated to always treat target as moving
17+
18+## Poison: Damaging Chaos
19+
20+* Deals 25% (?) of combined physical and chaos hit damage per second for 2 seconds
21+* Default maximum stack size is 1
22+* Damage bypasses energy shield
23+
24+## Ignite: Damaging Fire
25+
26+* Deals 25% (?) of fire hit damage per second for 4 seconds
27+* Does not stack, only highest damage instance is active
28+* 25% base chance to apply per 100% of enemy ailment threshold dealt
29+
30+## Shock: Non-damaging Lightning
31+* Adds increased damage taken debuff to target
32+* Does not stack, only highest effect instance is active
33+* 25% base chance to apply per 100% of enemy ailment threshold dealt
34+
35+## Electrocute: Non-damaging Lightning
36+* Sets action speed to 0 (immobilizes target)
37+* Lightning damage cannot inflict electrocute by default
38+
39+## Chill: Non-damaging Cold
40+* Cold damage from hits contributes to Chill Magnitude which slows enemies up to a maximum of 50% Slow (Slow lasts 2 seconds by default)
41+ * Degree of Chill Magnitude inflicted per hit seems to scale with Cold damage per hit (maybe obvious) and this stacks to 50%.
42+* All hits that deal cold damage can Chill, without requiring an explicit chance to inflict, given the magnitude meets a minimum threshold
43+ * I.e. low damage hits may still fail to Chill.
44+
45+## Freeze: Non-damaging, Buildup Cold
46+* Reduces action speed to 0
47+* Freeze builds up based on cold damage dealt vs ailment threshold
48+* Each freeze increases target's ailment threshold against future freezes
49+
50+## Stun: Non-damaging, Buildup Physical
51+* Interrupts target's action when stun buildup exceeds threshold
52+* Physical and melee damage have higher stun buildup
53+* Portion of buildup counts towards "Heavy Stun" for longer duration
54+* Cannot build up stun while target is already stunned