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i've also selected some bleed passives to get up to 85% base chance to remove the bleeding support in favor of multi-strike + cleave + maim + increase phys damage (it kinds of look like ennemies are throwing themselves in a blender :D)
I intend to use blasphemy + vulnerability (increase both phys dmg and DoT)... and if I'm lucky enough to get the unique that allows for 2 curses I'll add the one that reduce ennemy dmg since I'm a melee build.
here's the planned build tree (although I might do some small tweak here and there) :
https://www.pathofexile.com/fullscreen-passive-skill-tree/3.0.1/AAAABAQDAQHnBIcFPAkzDPcQ8BRNFHEUdRUgGJEY2xo-GlUbqhutG_ohYCXfKCopLixkLJQtMC_MMfsyTjboOSU94kCgQzFEnkWaRalGaUa3R35IeEjuTUZTu1qfW69fOV8_YSFhUmIXYuxjF2VNZrZr1G8ncsN08XiueTl71Hy4fuJ_44E6ggeElITZhO-GYIjtiXGLT4zPj2CPmZAKl3maapstm1ibap7NpBmnMKmVqqSqzasLrK-wq7Gztoq8n702vqe_1cC_wQfBgsS4xVPMBtE20iHTb9N-1fjXftl82sHcMt0N3ePh7-Is5FHpdunV7Fzueu968i_yQfJa9Ob2SPaj-hj8Sw==
edit : also, according to the wiki your bleed effect (or effects if you take the 8 stack node) will be determined by wathever HIT phys dmg triggers it... so basicaly anything that boost your main skill's phys dmg is good... anything that lower/convert it to elemental dmg is bad... thus look for skills that do only phys dmg (such as cleave)
For example, "increased damage," or "increased physical damage" will indirectly scale your bleed by making the hit it is based off of bigger, but it will also scale the bleed damage. If you use "increased meleee physical" then it will increase the base damage of your weapon, making the bleed bigger, but it will not also scale the bleed.
In short, the more general damage boosts will allow you to "double dip" their bonuses.
Thsi is why you have now specific "%increased damage of ailments with melee weapons" for example.
Only the flat damage of a weapon and the general %increased physica damage will increase the bleed. Others won't unless it specifies the "ailment" part.
You can look at the melee physical damage support gem to see how it works, you get 2 lines one for the hit, one for the ailment, because the one for the hit >>> DOESN'T WORK ON AILMENTS <<<. And the %quality of the MPD support doesn't work on bleed, because it's melee physical, not ailment caused by melee skills.
You can quickly see that what I am saying is correct by trying it yourself with a blue jewel that has only one effect on it. Check your damage and your bleed damage before and after, and compare the increase as a ratio.
He might have reacted to this part
"If you use "increased meleee physical" then it will increase the base damage of your weapon, making the bleed bigger, but it will not also scale the bleed."
Since those type of modifiers doesnt work on bleed anymore, even from a base damage perspective sadly.
For op.
These are the only mods that give my bleed gladiator more bleed damage that I remember.
%Generic Damage
% Generic Physical Damage
%Damage With Ailments
%Bleeding Damage
%Damage Over Time
Flat # Physical Damage
Modifying the base damage with % weapon/attack damage or something like %physical damage with swords does not work, however most nodes in the tree have ailment damage aswell so that won't matter most of the time.
Bleed has the following types: Bleeding (Ailment), Physical, DoT. Anything that scales those types specifically scales it directly. Conditional physical damage won't scale it directly, unless its conditions fall within those other types.
For example, melee physical would require it to also have the type "melee," which it does not. However, it it says physical from ailments, then that would fit the conditions.
Increasing the physical damage that it is based on will also increase it indirectly.
Not sure if it´s this you mean with the last part, but no matter how hard I try equipping jewels with "increaased physical damage with swords" it makes no difference in my bleed damage. (this is new in 3.0 because the same character did get more damage from them before)