Bleed & Armor
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So, I asked in global for ways to mitigate bleeding damage, other than life regen. After some discussion, the public agreed that armor mitigated (physical) bleeding damage.
My understanding is that armor's damage mitigation (as a percent of total incoming damage) depends on the size of the hit. I.E., armor is more effective against smaller hits.
Spoiler
Two things that may need some deeper explanation, or may invoke more thorough answers: When I asked about bleeding damage, my understand was that bleeding damage was physical damage. However, some people mentioned chaos resistance as a mitigator to "some" bleeding sources. Is "bleeding" a wider range than I thought, including some physical and some chaos sources? Or were those people just misguided? When I think "bleeding", I think puncture, corrupted blood, etc. As opposed to some maps' chaos degen, or blood rage, or some chaos degen auras. Only for purposes of clarification of my understanding of armor ... When you take a small hit, armor mitigates a relatively large percentage of the damage. When you take a really big hit, armor mitigates very little damage. So, for instance, sacrificing some attack speed for similar "calculated dps" (((min dmg + max dmg) / 2) * APS) may result in actually higher dps. So, my question is, IF BLEEDING DAMAGE IS, IN FACT, MITIGATED BY ARMOR, what number is plugged into the formula to determine the effect of armor? Total damage over the duration? Damage per second? Some other number? Is a different formula altogether? Last bumped on Sep 21, 2017, 10:08:19 AM
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Bleeding damage is always physical damage, so chaos resist doesn't factor in - that much I was able to confirm.
I suspect, but was unable to confirm, that armor mitigates the hit that causes the bleed, but not the bleed itself. Of course, armor therefore indirectly mitigates bleeding, since the bleed is a % of the hit... |
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So, the number to plug into the formula is the initial hit, or the total over the duration. If that's the case, then the next question would be how stacks of corrupting blood are calculated.
Does another stack result in a different, higher (and, therefore, more resilient to the mitigation of armor) number to plug in? |
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Try here: http://pathofexile.gamepedia.com/Bleed
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Thanks, Truper17. I should have looked for that wiki page first.
This clarifies your comment. For those looking at the thread, basically, bleed effects occur as a percentage of the physical hit taken. Thus, the initial hit is reduced by armor, and the bleed effect is calculated on the reduced total. The page also notes that the Corrupted Blood nemesis mod works differently, though it doesn't have information on how so. |
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Bleed is physical degeneration. Armour grants physical resistance against physical hits. Degeneration is never a hit so armour doesn't help against bleed it self but does as you already know help reduce the physical damage of the hit inflicting the bleed debuff and so indirectly armour helps against bleed (in the case of puncture at least).
However you can get regular physical resistance as well. Endurance charges for example grant 4% physcical resistance a piece so if you have 5 endurance charges you get 20% physcial resistance which works on degeneration as well as hits. So a puncture hit would be reduced (by endurance charges and armour) and then the bleed, already reduced because the hit inflicting it was reduced, would be reduced yet again (by endurance charges). regular physical resistance is really strong against bleed since it works similar to how fire resistance works against ignites, though it's pretty hard to get a lot of it. On a hit physcial resistance from armour is added to physical resistance from things like endurance charges, so if a hit is such that you get 30% from armour and you have 5 endurance charges it just becomes 50%. Basically the more armour you have the better each endurance charge is. Conversion, such as from lightning coil or darkscorn, doesn't work on degeneration and so has no effect on bleed. My supporter items: Victario's Charity and The Forsaken
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Does armour still reduce the damage of bleed by reducing the damage of the hit? With the new changes after 3.0 I don't know anymore, because you can increase the attack damage (hit damage) without increasing the bleed damage.
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" Armor does literally nothing against bleed in 3.0, because the scaling was changed os it is no longer based on the initial hit, it is entirely possible to take no dmg from a hit then instantly die to bleed. Endurance charges and basalt flask however does reduce physical dmg over time. |
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