Corrupted blood = [Removed by Support]
For those unaware... theres these red orbs that kinda look like blood spots that circle your character when you hit a Bloodlines Bleed pack or stack up a bunch of Corrupting Blood.. Its really not hard to see if you look for it... Not to mention your life starts to tank. Ive not died to Bleeding now in a couple years now. But i do also ALWAYS have a Bleed Flask from before Domimus on and have always kept this habit since around 1.3. Life starts to tank weather i see the orbs floating around me or im not paying attention.. Hit the Bleed flask. 9 times out of 10 your life goes right back up. I also recommend putting your Bleed Immunity on your life flask but thats just personal preference since when you need to use it its typically because your life is tanking so its doubles for you need to stop the bleed AND get what you lose back. However Curse and Freeze Immunity i would ALWAYS recommend run on utility flasks.
Only thing you have to worry about from there is HUGE fucking ignites from shit like the Atziri Trio.... Hit your Bleed Flask and STILL degen to death... Yeah Ignite flasks always tend to be my least priority. Never map without a Bleed, Curse, and Freeze flask at the absolute very least. ALL builds unless they have ways of getting these immunity's otherwise NEED these on their flasks. (Raider for example with the status immunity just needs a Bleed and Curse Flask or Builds using Death's Door no longer will need a Bleeding Flask.) There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear. |
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" Im not hitting them with a projectile or anything else. If i were, i wouldnt have to use an arcane surge to proc my Arcane Blessing (hope it gets changed to damage, not hit). Grats on your sheild throw, did you write the guide or just read it? :p Hard to not go ranged against stuff like this, need a ton of leech, but sometimes wont work :) ![]() Dernière édition par Chadwixx#5277, le 16 mai 2018 à 22:18:51
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"No, you're right that bleeding does more damage when you're moving. But it doesn't matter if you're moving at base ms or 1000% ms. If you are moving at all, you take extra damage. So, back to “why does rampage matter?” It doesn't matter. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" If hitting anti-bleed flasks isn't an unconscious decision when you start losing hp, one should play in a slower manner. |
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" Your movement speed does not affect the bleeding damage you take; it only considers whether you are moving AT ALL or not: the speed doesn't matter. You'll take double damage if you're moving, whether it's at super-slow speed (e.g, in the Elder's slow AoE) or even at hyper-speed, it'll always be double the DoT of if you were standing still. " This is a REALLY terrible comparison, for this simple reason that staunching flasks apply instantly, while motor vehicles do not instantly stop from braking. Normal human reaction time is actually ¼ second. (250 milliseconds) The reason for a longer time for cars is, well, that whole "braking takes time," thing; they can only burn off momentum at a continuous rate. (which makes sense, given that if it stopped INSTANTLY, it'd harm the occupants just as much as a CRASH would, given those ALSO can stop forward momentum instantly) And playing a real-time game well requires not lazily wandering one's eye over the screen, it requires quickly "reading" the situation in multiple spots all the time. Ironically, this is actually what's specifically called for while driving; it's part of the whole "situational awareness" called for. (also, yeah, you're supposed to be prepared to brake instantly if the situation looks like it could get dangerous; keeping your foot on the accelerator isn't exactly what you should be doing in those situations) This is made even easier by things such as being able to put a life bar above your character, so you need never look at the health orb again. And of course, games can rightfully be built to require even better reflexes than modern roadways, as after all, the stakes are much lower; a character dying in a video game is nothing compared to a real-life motor vehicle accident. In short, I would kinda echo Anonymous1749704's sentiment, though I might go even further; if instant, reflexive actions to avoid danger aren't what you've learned, I might recommend a different game than Path of Exile; probably something turn-based instead. My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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Braking reaction time is the time it takes to react and hit the brakes. It does not include the time it takes for the car to stop. But that number still wouldn't apply to a game unless you put your flask keys on footpedals on the floor. And that time is also for people not expecting to brake. If you see conditions ahead that may require braking, you get ready for it and your reaction time is much faster.
So car analogy aside, as others have stated always be ready to smash your flask keys like everybody else who sees life drain for unknown reasons. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" Brake reaction time refers to the time to start braking not the time to brake. The time from recognizing the danger to the time where the foot touches the pedal. When playing the game it is unreasonable to expect to have one's finger always hovering over the flask key since it's likely that one is using that hand to hit the QWERT skill commands as well. Just like it is unreasonable to drive around without one's foot on the accelerator. I'm not saying I disagree with Anonymous1749704's sentiment. I generally agree with that. What I disagree with is the assertion that 0.5 seconds is plenty of time. I believe that is an exaggeration. Human reaction time is just not that fast. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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" not always afaik. by lagwin: Normally it's your totems/minions/traps that would get the stacks, however if said monsters are in a dot/have a dot applied by one of those entities and it "dies" the game can no longer apply it to that entity and is forced to apply it to you https://www.pathofexile.com/forum/view-thread/1458520/page/1 this thread is like a time machine to 2015. people arguing wether a chaos res flask is good vs bleeding? Dernière édition par kompaniet#2874, le 17 mai 2018 à 12:53:43
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" noone is questioning the dmg typ from bleed,it can only be inflicted by physical dmg,only scales with phys dmg + dmg over time + bleed dmg. it wouldnt make any sense for it to not be phys dmg. corrupting blood is a bif different though without checking it up in the wiki its not exacly what kind of dmg it is. the dmg cant be reduced by armor (armor works against bleed form atatcks since the bleed dmg is based on the hit if i remember right,but its not reducing the bleed dmg itself) in any form. the biggest thing that is missleading the the stacking mechanic which makes it look alot more similar to poison which would do chaos dmg. there are good reasons for both assumptions even though only the phys one is right. |
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^puncture deals more bleed damage while moving, i don't think things like corrupted blood are connected with movement.
And even in those cases, the amount of movement speed is irrelevant since it's a simple stationary/moving check and doesn't account for % attributes. Peace, -Boem- edit : damage over time kills will always take the player as the source of the kill. that's why traps and totems can still proq "on kill" effects if the player is using DoT. And ever since the DoT ailments rework, armour should no longer mitigate bleed damage only % physical damage reduction(absolute forms of it) should do so. Freedom is not worth having if it does not include the freedom to make mistakes Dernière édition par Boem#2861, le 17 mai 2018 à 14:35:55
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