What resistance is most important against bleeding?

I'm playing as my level 68 Ranger, Fadeyka. Whenever I get hit by the "bleeding" status it takes away and awful lot of life. It can kill me fairly easily if some of my life is missing before I get bleeding.

How can I improve my resistance?
Usually a bleed is applied with physical damage and it deals a % damage based on the hit that caused the bleed.

So if you reduce the initial hit the bleed will be lower also.

Armor reduces physical hits.

you can also roll a potion with the "staunching" modifier, when you use this your character becomes immune to bleed for a short period of time.

Immortal call makes you physical immune and will also make you immune to bleed.

(bleed is a physical degeneration effect, so immortal call works on it)

Hope this helped some what.

Peace,

-Boem-

edit : i forgot to add, you can also invest a bit in regeneration to counter-act the degeneration of bleed.
Depending on the power of the initial hit that caused the bleed a bit of regeneration and a good timed potion can out-heal the degeneration.
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Last edited by Boem#2861 on Apr 10, 2015, 10:46:00 PM
The most important resistance is the ability to resist the urge to panic and run around like a chicken with its head cut off. After that, yeah armor is the best way to reduce the damage or use a staunching flask to remove the bleed effect altogether.
Bleed is physical not elemental. Resistance doesn't have an effect.
Staunching flask is clutch.
Where there's one they're bound to divide it right in two.
endurance charges reduce both initial hit and bleed

as a ranger, you should have near 100% avoidance of projectile attacks and melee puncture mobs should not get in melee range. Also enough life and staunching flask ready
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Last edited by Ludvator#6587 on Apr 11, 2015, 3:04:50 AM
"
slatra wrote:
Bleed is physical not elemental. Resistance doesn't have an effect.
Staunching flask is clutch.


So there's no such thing as physical resistance? Interesting.
"
Natharias wrote:
"
slatra wrote:
Bleed is physical not elemental. Resistance doesn't have an effect.
Staunching flask is clutch.


So there's no such thing as physical resistance? Interesting.


I think I saw somewhere that the stat exists but isn't used (at least not by us). Endurance charges provide physical damage reduction so they are able to stack with reduction number gotten from hit vs armor calculation, if there's no hit there's no armor reduction but you still got the value that doesn't come from armor. I suppose that physical resistance wouldn't be able to stack with armor, it would be multiplicative.

Or at least that's how the story goes. As to why was this particular approach chosen, I assume devs always knew it's impossible to make armor effective throughout the entire damage range that we see coming from monsters, therefore it needed a leg-up, so to say.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Apr 11, 2015, 12:06:03 PM
"
raics wrote:
"
Natharias wrote:
"
slatra wrote:
Bleed is physical not elemental. Resistance doesn't have an effect.
Staunching flask is clutch.


So there's no such thing as physical resistance? Interesting.


I think I saw somewhere that the stat exists but isn't used (at least not by us). Endurance charges provide physical damage reduction so they are able to stack with reduction number gotten from hit vs armor calculation, if there's no hit there's no armor reduction but you still got the value that doesn't come from armor. I suppose that physical resistance wouldn't be able to stack with armor, it would be multiplicative.

Or at least that's how the story goes. As to why was this particular approach chosen, I assume devs always knew it's impossible to make armor effective throughout the entire damage range that we see coming from monsters, therefore it needed a leg-up, so to say.


To me, resistance and reduction are one and the same. They fulfill the same purpose and work the same way; they mitigate damage. But please, don't begin the "technically they are different", I'm fully aware of that.
Just relaying the semi-official viewpoint, had the same argument myself once. What's the difference and where's the need for it.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I can see places where there is a need for it. As you know, Reduction/Increase are opposites.
Any physical increase would cancel out physical reduction and vice versa.
However, resistance and increase would not be opposites, resistance is more like a less multiplier.

I am unsure if that is how it works though.

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