ZIGGYD’s 3.0 Damage Over Time Ailments Guide

The phrase “Double Dipping” is now officially dead and removed from our vocabulary.

Base Values for Ailment DoTs

  • BASE BLEEDING DAMAGE: 210% of Base and Added Physical Damage per second while the target is moving, or, 70% of Base and Added Physical Damage while the target is stationary for 5 seconds.
  • BASE IGNITE DAMAGE: 40% of Base and Added Fire Damage per second for 4 seconds. (exceptions: conflux, hrimburn, three dragons etc that allow other base damage types to be used.)
  • BASE POISON DAMAGE: 20% of Base and Added Physical & Chaos Damage per second for 2 seconds. (exceptions: Consuming Dark has an affix that gives your chaos damage 60% to poison, but does not include your physical damage. It can be overridden by other chances to poison.)

CALCULATING BASE BLEEDING DAMAGE:

  • Base physical damage from weapon scaled by local increased physical damage, and,
  • Added flat physical damage from other sources
  • e.g. Iron Rings, Abyssus
  • Scale base damage by modifier of the attack & added damage is modified by the Effectiveness of Added Damage
  • Example of base damage modifier: Spectral Throw “Deals (54-90.5)% of Base Attack Damage”
  • Example of Effectiveness of Added Damage: Firestorm “Effectiveness of Added Damage: 30%”
  • Multiply the above by the Base Bleeding Damage Value (210% of Base Physical Damage per second while the target is moving, or, 70% of Base Physical Damage while the target is stationary for 5 seconds.)

SCALING BASE BLEEDING DAMAGE (% More/Increased):

  • Damage (Like on Jewels)
  • Physical Damage (e.g. Rustic Sash, Shadow Start Nodes, Brutality Support Gem)
  • Bleeding damage
  • Damage Over Time
  • Trap, Mine, Totem & Minion Damage (As long as the Ailment is applied by the respective source e.g. Minion applying a Poison scales with Minion Damage. Note that damage types don’t carry across, a trapped Minion won't scale with Trap Damage)
  • If you apply an Ailment with a Critical Strike, it is modified by your “Damage Multiplier for Ailments from Critical Strikes" (base value 150%)
  • If you have Perfect Agony, 30% of the value of your additional Critical Strike Multiplier modifiers (that are applicable to the hit) will also add to your "Damage Multiplier for Ailments from Critical Strikes"
  • Anything that specifically mentions ailment/bleeding damage

CALCULATING BASE IGNITE DAMAGE:

  • Flat Fire Damage From Your Weapon or Spell
  • Other Sources of Flat Fire Damage
  • e.g. Ring with 12-24 added fire, Anger aura, Immolate Support
  • Flat fire damage converted/gained from Physical etc
  • e.g. Added Fire Damage Support (gained), Burning Arrow Conversion, Pyre
  • Scale base damage by modifier of the attack & added damage is modified by the Effectiveness of Added Damage
  • Example of base damage modifier: Spectral Throw Deals (54-90.5)% of Base Attack Damage”
  • Example of Effectiveness of Added Damage: Firestorm “Effectiveness of Added Damage: 30%”
  • Multiply BASE IGNITE DAMAGE Value (40% of Base Fire Damage per second for 4 seconds)

SCALING BASE IGNITE DAMAGE (% More/Increased):

  • “Damage” (Like on Jewels)
  • Damage Over Time
  • Burning Damage
  • Elemental Damage
  • Fire Damage
  • Elemental Damage with attack SKILLS
  • Trap, Mine, Totem & Minion Damage (As long as the Ailment is applied by the respective source e.g. Minion applying a Poison scales with Minion Damage. Note that damage types don’t carry across, a trapped Minion won't scale with Trap Damage)
  • If you apply an Ailment with a Critical Strike, it is modified by your “Damage Multiplier for Ailments from Critical Strikes" (base value 150%)
  • If you have Perfect Agony, 30% of the value of your additional Critical Strike Multiplier modifiers (that are applicable to the hit) will also add to your "Damage Multiplier for Ailments from Critical Strikes"
  • Anything that specifically mentions ailment/ignite damage

CALCULATING BASE POISON DAMAGE:

  • Base physical damage from weapon scaled by local increased physical damage
  • Added flat physical damage from other sources
  • e.g. Iron Rings, Abyssus
  • Added Flat Chaos Damage
  • Chaos Damage Gained (Unholy Might, Atziri’s Promise etc that scales from other damage types)
  • Scale base damage by modifier of the attack & added damage is modified by the Effectiveness of Added Damage
  • Example of base damage modifier: Spectral Throw “Deals (54-90.5)% of Base Attack Damage”
  • Example of Effectiveness of Added Damage: Firestorm “Effectiveness of Added Damage: 30%”
  • Multiply the above by the Base Poison Damage Value (20% of Base Physical & Chaos Damage per second for 2 seconds)

SCALING BASE POISON DAMAGE (% More/Increased):

Note: Physical scales only Poison coming from base physical damage.

  • Damage (Like on Jewels)
  • Physical Damage (e.g. Rustic Sash, Shadow Start Nodes)
  • Chaos Damage
  • Poison damage
  • Damage Over Time
  • Trap, Mine, Totem & Minion Damage (As long as the Ailment is applied by the respective source e.g. Minion applying a Poison scales with Minion Damage. Note that damage types don’t carry across, a trapped Minion won't scale with Trap Damage)
  • If you apply an Ailment with a Critical Strike, it is modified by your “Damage Multiplier for Ailments from Critical Strikes" (base value 150%)
  • If you have Perfect Agony, 30% of the value of your additional Critical Strike Multiplier modifiers (that are applicable to the hit) will also add to your "Damage Multiplier for Ailments from Critical Strikes"
  • Anything that specifically mentions ailment damage

SCALING CONVERTED DAMAGE

DURATION

  • Skill Effect Duration does not scale ailments by default
  • Viper Strike and Puncture will have clauses that make their associated ailment a “Skill Effect” so they can be scaled with “Skill Effect Duration”
  • There are specific ailment duration scaling options available like Dirty Techniques “Bleed/Poison Duration”
  • Temporal chains makes ailments last longer on enemies

OTHER WAYS TO INCREASE AILMENT DAMAGE TAKEN BY ENEMIES

  • Shock the monster
  • Vulnerability
  • Intimidate
  • Covered in Ash
  • Flammability
  • Occultist Void Beacon “Nearby Enemies have -20% to Chaos Resistance”
  • Anything that lowers the relevant resistance of the enemy

EXAMPLES OF THINGS THAT DON’T SCALE AILMENT DAMAGE

  • Increased Damage with [Weapon Type]
  • “Attack Damage” (Or variants of “Increased Physical Attack Damage”)
  • Increased melee damage
  • Projectile damage
  • Area Damage
  • Spell Damage
  • Additional Critical Strike Multiplier if you DON’T have Perfect Agony Keystone (as it does not get converted to Damage Multiplier for Ailments from Critical Strikes)
  • Assassin's Mark extra damage on critical strike cannot apply to Ailment damage, even with Perfect Agony.
  • Doubled damage on hit mechanics (e.g. Weight of the Empire’s “Heavy Strike has a 20% chance to deal Double Damage”)
  • Point Blank (And Chin Sol’s similar effect)
  • Elemental Penetration
  • Inquisitor’s “Ignore Enemy Elemental Resistances”
  • Armor does not mitigate bleed