Mechanic

Blood Loss

Blood Loss is the accumulated amount of Physical damage over time a target has actually taken. Bleeding and Corrupted Blood both contribute, and the amount appears as a darker red section of the target's life bar.
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 Blood Loss does

Current rules

Deal Physical damage over time and allow it to remove Life before using a Blood Loss payoff. Damage that never occurs does not add Blood Loss, so instantly killing a full-life enemy with the initial Hit leaves no time for an accompanying Bleed to contribute. Blood Loss records prior Life loss; it does not deal damage by itself.

Actual Physical damage over time is counted
Blood Loss accumulates from Physical damage over time the target has taken, including Bleeding and Corrupted Blood. Potential future damage, the remaining duration of a Debuff, and Physical damage from Hits are not counted by the default rule.
The damage must remove Life
Blood Loss is added when the target actually loses Life to qualifying Physical damage over time. If the initial Hit kills the enemy before the damage over time deals any damage, the unused Bleed does not create Blood Loss.
Bleeding is not the only contributor
Bleeding is the most common source, but Corrupted Blood and another qualifying Physical damage-over-time effect can also add Blood Loss. A build does not need to treat Corrupted Blood as Bleeding for its damage to contribute.
Blood Loss is a recorded amount, not another Debuff
Blood Loss does not tick for damage and is not an extra Bleed stack. It is a value that payoff Skills read for explosions, Life loss, or Heavy Stun buildup.
Explicit Hit conversion can add Blood Loss
Atziri's Acuity overrides the default source restriction by causing 10% of Physical damage dealt by your Hits to become Blood Loss. That item line does not mean every Physical Hit normally adds Blood Loss.
Player movement does not change the stored amount directly
Since version 0.5.0, player movement no longer increases Bleed damage taken. Movement can still make Bleeding on monsters deal extra damage, which can indirectly build Blood Loss faster because more qualifying damage is actually taken.

Skills and items that use Blood Loss

5 cases
01
Blood Hunt

Hitting a target that has suffered Blood Loss creates an explosion and consumes Bleeding. The explosion makes enemies lose Life equal to 25% of the consumed Blood Loss and can gain up to 500% more area of effect from the amount consumed.

Related: Blood Hunt, Bleeding
02
Herald of Blood

Killing an enemy with Blood Loss creates a 1.5 metre Physical Attack explosion. Its current base line deals 15% of the exploded enemy's Blood Loss as unscalable damage, gains more from quality, and can Aggravate Bleeding on enemies it hits.

Related: Herald of Blood, Aggravated Ailments, Bleeding
03
Bloodhound's Mark

The marked target receives Heavy Stun buildup equal to 300% of Blood Loss. The Mark activates when the enemy is Heavily Stunned, or on death if enough of that buildup came from Blood Loss, then triggers Blood Explosion.

Related: Bloodhound's Mark, Heavy Stun, Mark
04
05
Bleeding and Corrupted Blood

Damage actually taken from either effect contributes because both deal Physical damage over time. Their application, stacking, duration, removal, and scaling rules remain separate.

Related: Bleeding, Corrupted Blood, Physical

Limits and exceptions

5 rules
  • Blood Loss does not deal damage by itself.
  • Physical Hit damage does not add Blood Loss unless an effect such as Atziri's Acuity explicitly says it does.
  • A damage-over-time effect that deals no damage before the target dies contributes nothing.
  • Blood Loss does not make Corrupted Blood count as Bleeding.
  • Blood Loss payoff wording decides whether Bleeding is consumed, the target must die, or Heavy Stun buildup is applied.