Bleed Chance Question
I've attempted to search for information about bleed chance over 100%, but all I seem to find are people attempting to scale chance and someone who asked if >100% causes additional bleeds (it doesn't).
So, the basic question: Is there any reason to have Chance to Bleed over 100%? A side question as well: Puncture bleeds automatically, but could it apply a second bleed with "chance to bleed" or is it essentially hijacking chance to bleed? Currently I have 186% chance to bleed on hit with all the attacks in my build. Wondering if maybe I should tone that down a bit.
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![]() Last edited by 0Cleric#1835 on May 4, 2020, 2:57:51 PM Last bumped on May 5, 2020, 2:14:52 AM
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I don't think there is any point. The map mods that give mobs a chance to avoid bleed/poison are a straight up chance, and not applied as a reduced modifier that you might offset with more than 100%.
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There is none, just like with poison.
Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
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While at first doubtful, GreyLensman's opinion is a mostly shared one in the community, so I will vouche too for the "over100% is useless" theory until disproved.
as for your other question: no, while bleeding from puncture is a "special" bleeding, as in it lasts naturally longer (8 secs from the ordinary 5) and can be influenced by generic Increase/Decrease/Less duration, it is not an ailment different from bleeding, thus it cannot apply a "second bleeding", not even under Crimson Dance Actually, nothing so far can inflict multiple stacks of bleeding or poison (unless you are under Golden Rule, thus a single hit will apply 2 poisons - 1 on you and 1 on the opponent). |
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Thanks folks! Though, for multiple bleeds, there is that one keystone for 8 bleeds, but no extra damage from movement.
Unfortunately, looking at my gear and passives, it looks like all sources of bleed chance are also substantial improvements to damage, and the build works incredibly well enough to leave alone for now. |
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