Death's Door Boots - bleeding to death while wearing them

Hey people,

I am a bit confused, here is my problem:

My Build is Elementalist and I use primary attacks Arc and 2nd attack Frostbolt, additional I have 3 Golems and can summon up to 8 Zombies.

Now I obtained finally a nice pair of "Death's Door" Boots, went into an Trial of Ascendancy while wearing them and get killed by bleeding several times .......

Some1 can help me to figure out whats the problem pls?

I also heard that they actually doing tests with Death's Door Boots, so I hope that they van solve the problem to use tehm with a buil like mine.

Maybe here are people, who can give me some advise pls ?

Cheers,

Fleur
Last bumped on Jul 1, 2017, 8:34:21 PM
Arent the spike traps the only ones that apply bleed in labyrinth?(and bleed totems in endgame lab)

And most of the traps deal x% of your hp as physical damage over time (which is not bleeding)
Ign: LavaMosse
TimeZone: GMT+2
Ty for your answer, can be the solution then. But I really don't know exactly.

Thought that most of the traps apply bleeding ?
Only trap that deal hv bleed damage is spikes. U can test this using any anti bleed flask. Death doors is rly good on layouts with a lot of spikes traps but it dosent help against saws etc.

Traps are a bad joke and dosent belong here in my opinion. I play tomb raider, donkey kong or mario if I want this kind of gameplay...
"
EucharisFleurAmazonica wrote:
Hey people,

I am a bit confused, here is my problem:

My Build is Elementalist and I use primary attacks Arc and 2nd attack Frostbolt ...


Hi there EucharisFleurAmazonica,

I know this does not address your initial question, per say directly, but I did catch something I would like to point out, just in case you were not aware.

You mention Arc and Frostbolt as your primary and secondary "attacks".

Both of these skills are NOT classified as "attacks" in Path of Exile.

Below is copy/pasta from the wiki to help clarify this; just in case there was confusion.

Skill Types
Any skill that uses your weapon damage or uses your weapon to deliver damage (such as Explosive Arrow) counts as an attack skill. Most skills that have their base damage listed on the gem counts as Spells, as do most Buffs to the player, Debuffs to enemies and utility skills. A few skills follow special rules and are neither Attacks nor Spells, such as Bear Trap. Read to Damage Scaling and Effects for important information how to build and use Skills more effectively.

Main page: Attack
Attack skills are dependent on your weapon, and so are affected by attack speed, accuracy, global and weapon critical strike modifiers and relevant damage mods. Any bonus damage that reads "Adds x-y damage" bonuses (integer damage bonuses) apply to attacks, but not spells. Normal Attack is an attack but is not a skill.
Attacks can be projectile attacks, melee attacks or both. By default, bow and wand attacks are projectile attacks while all other weapons (dagger, claw, sword, axe, mace, staff) perform melee attacks.

Main page: Spell
Spells do not draw their damage directly from your weapon. They are affected by cast speed, spell damage, spell gem and global critical strike modifiers, and relevant damage mods. Spells gain bonus base damage from item attributes that read "Adds x-y damage to Spells". Curses are spells that do not deal damage. A game entity may only have one curse applied at a time unless otherwise affected by a passive skill, a unique item, or an end-game map modifier. Auras are spells that do not do damage, but instead reserve mana and bestow a specific buff on any affected entities (the player character and the player character's allies).
Some spells are projectiles.

Projectiles
Main page: Projectile
Projectiles exist for a set period of time, so their movement speed determines how far they travel. Faster Projectiles Support and Slower Projectiles Support can affect distance, but Increased Duration Support will not extend the time of projectiles unless they also have the Duration keyword, such as Spark.

Traps & Mines
Main page: Traps
Traps are similar to spells, but are not affected by cast speed. They are affected by % trap laying speed, and relevant damage mods. See Traps for more detailed mechanics.
SUPPORT TAGS LIMIT REACHED!!?? - Fine then....
twitch.tv/amity13
Last edited by AmityXIII#4838 on Jul 1, 2017, 10:32:42 AM
"
EucharisFleurAmazonica wrote:
Thought that most of the traps apply bleeding ?

Ground spikes do a hit damage and a subsequent bleeding damage. Deaths Door should prevent the subsequent bleeding damage from the ground spike but you will still take the hit damage. Most (or all - not sure about some door traps) other traps deal no bleeding damage.

The 'Endless Sting' Sentinel (totem thing similar to traps but can be destroyed) also deals bleeding damage (and probably a hit damage before that but not sure).

If you take bleeding damage you should see it in the status bar.
If you really take bleeding damage with equipped (make sure its not greyed out) Deaths Door try making a screen shot and posting it in the bug forum.
No wonder it's lost, it's in the middle of the jungle!
You're likely not dying from bleed, you're dying from trap damage or some other source of ele or phys. Best course of action for dealing with traps in learning them, it's a bumpy road but it's worth it. Also if you're a life build, you can sacrifice QoL for 5 life pots, that should get through any and all trap segments even with errors.
Last edited by seanxjohnson#0488 on Jul 1, 2017, 2:07:13 PM
Of note is that the % of Life and ES is not exactly the culprit for Death's Door not working on most traps - the spike trap and swntinel bleeds are also technically based on % of Life and ES, but Death's Door work on them just fine.

It would probably be more helpful to say that "not all physical damage over time is bleeding damage." Sawblade, blade sentry, and spinning pillar traps in the labyrinth are probably the best example of physical damage over time that isn't bleeding, but there are a couple of other notable examples, most importantly Bonespire Talisman (used by Necropolis Map boss) and, I believe, the corrupted ground left by Atziri's Vaal trio.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
so did anyone figure out if thread creator is correct here or not?

i went to lab with these boots and nearly died because for some reason the burning ground in there is different than other burning ground.


to clarify these boots will not protect from burning ground in lab. it could very well be the same issue with death's door.
Last edited by kompaniet#2874 on Jul 1, 2017, 4:33:28 PM
"
kompaniet wrote:
so did anyone figure out if thread creator is correct here or not?

i went to lab with these boots and nearly died because for some reason the burning ground in there is different than other burning ground.


to clarify these boots will not protect from burning ground in lab. it could very well be the same issue with death's door.

Dont think lab fire traps are "burning ground". It would have been strange if it would have worked. PoE often doesnt function in this kind of intuitive manner.
No wonder it's lost, it's in the middle of the jungle!

Report Forum Post

Report Account:

Report Type

Additional Info