|Crafting Recipes||Cost||Unlock Locations||Description||Prefix /
|Used when you start Bleeding||5x Instilling Orb
5x Glassblower’s Bauble
|Epilogue, Oriath||Movement Speed and Flask Enchantments – Rank 3||Flask||Helena|
Bleeding, or bleed, is an ailment that deals physical damage over time to the affected target. Moving targets suffer increased bleeding damage. Only physical damage hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.
Attack will inflict 1 application of bleed if:
Different applications of bleed are inflicted independently.
Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (The Golden Rule, Double Strike, Haemophilia).
Bleed deals physical damage over time.
Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second) .
By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.
If Crimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack’s physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack’s average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.
Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or Immortal Call.
Bleed damage can be increased by the Vulnerability hex and, like all damage-over-time effects, the Despair hex.
Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand’s bleeding damage will occur.
Double damage from passives or items like Paradoxica does not affect bleed damage. Double damage mechanic only modifies the hit damage, not the base damage – so it does not double ailment damage.
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Critical strikes that deal physical damage will not automatically cause bleeding. All physical damage hits must successfully roll chance to bleed to cause bleeding.
Critical Strike Multiplier does not affect Bleed damage, unless player has Perfect Agony keystone.
The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits.
A character’s base critical strike multiplier is 150%. This damage multiplier does not function as 50% more damage but as +50% to Damage over Time multiplier, which stacks additively with other sources of Damage over Time Multiplier for Ailments.
There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.
The base duration of bleed is 5 seconds. This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn’t moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.
Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.
As a damage over time effect, bleed’s damage can be affected positively or negatively by some damage modifiers.
The following modifiers will directly affect the damage of bleed:
Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.
Also, bleed is non-elemental ailment, so Damage from Ailments modifier will also affect the damage of bleed.
Flat Physical Attack Damage modifiers, being count in base attack damage, also affects bleed damage.
Other modifiers of increased/reduced/more/less type affecting hits (attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.
Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as Armour or Fortify.
To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.
Also incoming damage from bleed can be affected by affecting attacker’s base physical attack damage, with for example Lori’s Lantern.
Bleed’s duration can be affected by following modifiers: