Ailment
Old: chuanhsing#2097 2025-01-24 08:39:30
New: jawnyjawns#2552 2025-01-26 05:36:01
Old | New | Differences | |
---|---|---|---|
1 | - | # | |
1 | + | # Ailment | |
2 | 2 | ||
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 |