Ailment: Difference between revisions
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| description = By default, specific [[Ailments]] are calculated based on only specific [[damage type]]s, such as only the [[Fire]] damage of a [[Hit]] mattering when inflicting [[Ignite]].<br><br>Allowing another damage type to contribute to an [[Ailment]] means that all damage of the relevant types is summed when performing calculations for that [[Ailment]].<br><br>For [[Ailments]] that use [[Hit]] damage to determine [[Ailment]] chance or buildup, this means that the damage type becomes capable of inflicting that [[Ailment]]. For [[Ailments]] that only use [[Hit]] damage to determine [[Ailment]] [[Magnitude]] (i.e. [[Bleeding]] and [[Poison]]), you still need a way to apply those [[Ailments]] (e.g. a source of [[Bleeding]] or [[Poison]] chance). | | description = By default, specific [[Ailments]] are calculated based on only specific [[damage type]]s, such as only the [[Fire]] damage of a [[Hit]] mattering when inflicting [[Ignite]].<br><br>Allowing another damage type to contribute to an [[Ailment]] means that all damage of the relevant types is summed when performing calculations for that [[Ailment]].<br><br>For [[Ailments]] that use [[Hit]] damage to determine [[Ailment]] chance or buildup, this means that the damage type becomes capable of inflicting that [[Ailment]]. For [[Ailments]] that only use [[Hit]] damage to determine [[Ailment]] [[Magnitude]] (i.e. [[Bleeding]] and [[Poison]]), you still need a way to apply those [[Ailments]] (e.g. a source of [[Bleeding]] or [[Poison]] chance). | ||
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[[Freeze]], [[ignite]], and [[shock]] are | '''Ailments''' | ||
[[Freeze]], [[ignite]], and [[shock]] are ailments of [[cold]], [[fire]], and [[lightning]] damage respectively. Critical strikes do not inherently always apply ailments, but they do indirectly affect the chance to apply ailments due to critical damage bonus affecting the damage dealt. | |||
==List of ailments== | ==List of ailments== | ||
[[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are | [[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are elemental ailments. [[Bleeding]] and [[poison]] are non-elemental ailments. | ||
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==Mechanics== | ==Mechanics== | ||
Ailments are a family of common [[debuff]]s associated with specific damage types. | Ailments are a family of common [[debuff]]s associated with specific damage types. Damaging ailments [[damage over time]]. Damaging ailments: [[bleeding]], [[poison]], and [[ignite]]. Non-damaging ailments: [[chill]], [[freeze]], [[shock]] and [[electrocute]]. | ||
Non-damaging ailments | |||
==Skill gems== | ==Skill gems== | ||
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{{Version history table end}} | {{Version history table end}} | ||
[[Category:Ailments| ]] | |||
{{sister|poewiki}} | {{sister|poewiki}} | ||
Revision as of 18:30, 10 March 2025
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Ailments
Freeze, ignite, and shock are ailments of cold, fire, and lightning damage respectively. Critical strikes do not inherently always apply ailments, but they do indirectly affect the chance to apply ailments due to critical damage bonus affecting the damage dealt.
List of ailments
Ignite, chill, freeze, shock and electrocute are elemental ailments. Bleeding and poison are non-elemental ailments.
Ailment | Associated damage type | Effect | Elemental | Damaging |
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Bleeding | Physical | Bleeding can only be inflicted by physical damage dealt to Life. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds. | ![]() |
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Poison | Physical and chaos | Poison causes the affected target to take chaos damage over time, at 20% of the combined physical and chaos damage of the hit that applied it per second, with an explicit source of poison chance. The base duration is 2 seconds. | ![]() |
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Ignite | Fire | Ignite causes the affected target to burn for 20% of the fire damage of the final hit that applied it, per second. The base duration is 4 seconds. | ![]() |
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Chill | Cold | Cold damage always inflicts chill. Chill slows all actions of the affected target up to 50%, based on the cold damage of the hit. The base duration is 2 seconds. | ![]() |
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Freeze | Cold | Freeze prevents the affected target to move or act for a duration. The base duration is 4 seconds. | ![]() |
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Shock | Lightning | Shock causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds. | ![]() |
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Electrocute | Lightning | Electrocute causes the affected target's action speed to drop to 0, effectively immobilizing a target. | ![]() |
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Mechanics
Ailments are a family of common debuffs associated with specific damage types. Damaging ailments damage over time. Damaging ailments: bleeding, poison, and ignite. Non-damaging ailments: chill, freeze, shock and electrocute.
Skill gems
List of gems containing the phrase "ailment":
Active gems
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Support gems
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Version history
Version | Changes |
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0.1.0 |
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