Corrupted blood immunity?

I died 106 times and I think at least 60% of the times was because of corrupted blood. Is there a gear/spell that makes you immune to bleeding? Fuck this shit bleeding! Why did they invented it?
Oh of course the other 35% was because of desync :)
Roll staunching on one or two of your flasks, for most builds that's enough to keep you from dieing.

As for effects that make you resistant, since a recent patch endurance charges work on bleeding, and Immortal Call also makes you 100% immune to it, as it's physical damage over time.

Personally, I don't agree with this, immortal call description and the fact both effects actually boost your armor mitigation instead of providing some 'physical resistance' stat or something strikes me as totally unrelated to bleeding. But you know, guess they had to do something.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Last edited by raics#7540 on Aug 3, 2014, 6:26:16 AM
Use a flask that removes bleeding, my only 2 deaths recently have been from Corruted Blood (I killed the mobs but died when they did and I wasn't leeching anymore), so I smartened up and got the right flasks, not it's no issue
The Bloodless passive SHOULD make you immune to bleed damage, but unfortunately doesn't.
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raics wrote:
Roll staunching on one or two of your flasks, for most builds that's enough to keep you from dieing.

As for effects that make you resistant, since a recent patch endurance charges work on bleeding, and Immortal Call also makes you 100% immune to it, as it's physical damage over time.

Personally, I don't agree with this, immortal call description and the fact both effects actually boost your armor mitigation instead of providing some 'physical resistance' stat or something strikes me as totally unrelated to bleeding. But you know, guess they had to do something.


If this is true I'm starting to not like this game.

GGG keeps making contradictory mechanics. Ball Lightning can deal damage from the two separate casts from Spell Echo but you can't get more than on charge from the initial or repeated cast?

Now IC and endurance charges can mitigate corrupted blood charges? What mechanic do they intend to put in to stop insane attack speeds from just facerolling content?

Come on GGG.
I'm a savage, I'm a king
I fought deceivers
I conquered evil
"
Natharias wrote:
If this is true...


You can read it patch notes, small print at the bottom, can't really remember which patch it was, might be the patch that introduced atziri or a few minor patches after.

I strongly dislike the way some things were handled lately, from CwDT-exclusive gem level limit and CwDT/CoC mini cooldown to leech nerf failing to affect some skills enough. You can't create a sleek, cohesive and intuitive game mechanics system if you create wild exceptions to the rules and use basic mechanics for quick patching localized balancing issues.

How about we make a small wager: If they also remove the minion/totem damage penalty when they step on minion/trap gem damage interaction I owe you a chaos orb, if they don't you owe me one.
Both interactions follow the same principle so should work the same but I don't think devs will follow through with it. To make the bet more interesting, I sent them a reminder PM about it, now I'm really curious besides decidedly pessimistic :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 3, 2014, 3:34:00 PM
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raics wrote:
As for effects that make you resistant, since a recent patch endurance charges work on bleeding, and Immortal Call also makes you 100% immune to it, as it's physical damage over time.

Personally, I don't agree with this, immortal call description and the fact both effects actually boost your armor mitigation instead of providing some 'physical resistance' stat or something strikes me as totally unrelated to bleeding.
It strikes me as wrong, because that's not true (or is at least worded to be very misleading).

Immortal Call provides immunity to physical damage. it in no way has anything to do with armour mitigation - it gives immunity, meaning you take no physical damage of any kind, including over time - just like immunity to Chaos damage from CI prevents chaos damage over time. There was a bug that prevented it from working on physical DoT because that checked no defensive stats, that bug was fixed.

Endurance charges provide flat % physical damage reduction, which stacks with the reduction from armour. That does not mean they are increasing your "armour mitigation" - they are separate from armour. The reason they apply to Physical DoT where armour does not ,is that armour needs a hit to calculate reduciton for, and thus cannot apply to DoT. flat % reduction, such as from endurance charges, can, and should, apply.
Last edited by Mark_GGG#0000 on Aug 3, 2014, 7:13:23 PM
Having trouble linking it from my stupid phone... But linking (enduring cry > cast on damage taken > molten shell) works pretty well as long as you keep the gems low enough to trigger often. Molten Shell also has a flat dmg reduction to physical + fire.

I still carry a flask to remove bleeds, though.
The problem I've had with using the flask, in the past, was not letting the bleed stack high enough before removing it.... Then I'd not have enough charges to remove the last stack when the monster was dead.
Where there's one they're bound to divide it right in two.
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slatra wrote:
Molten Shell also has a flat dmg reduction to physical + fire.

No, that's Arctic Armour.

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