Mechanic

Ailments

Ailments are damage-type-related debuffs: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. Some deal damage over time, while others impair the target.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Ailments does

Current rules

Bleeding, Ignite, and Poison are damaging Ailments. Ignite, Chill, Freeze, Shock, and Electrocute are Elemental Ailments; Bleeding and Poison are not elemental.

Damage and threshold
For most threshold-based Ailments, chance or buildup is determined from relevant pre-mitigation hit damage compared with the defender's Ailment Threshold. A player's base Elemental Ailment Threshold is half maximum Life.
Explicit application
Bleeding and Poison require an explicit chance or other source that applies them; their application chance is not calculated from the normal threshold formula.
Contributing damage
When another damage type is allowed to contribute to an Ailment, its damage is added for that Ailment's chance, buildup, or magnitude calculation. Contribution alone does not supply Bleeding or Poison chance.
Avoidance
Chance to inflict an Ailment is multiplied against the target's chance to avoid it. At 100% avoidance, that Ailment cannot be inflicted.

Limits and exceptions

3 rules
  • Not every Ailment uses the same chance, buildup, magnitude, or duration rules.
  • Electrocution buildup requires a skill or effect that specifically allows Lightning damage to contribute.
  • Bleeding and Poison still require an application source even when additional damage types contribute to magnitude.