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
- 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
- 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