Ailment damage includes the following four types:
Ignite: A debuff that deals Fire DoT.
Shock: A debuff that allows subsequent hits to deal additional secondary lightning damage.
Bleed: A debuff that deals Physical DoT.
Wilt: A debuff that deals Erosion DoT.
Ailments are generally inflicted by hits. On hit, an ailment determination is carried out according to the chance of inflicting the corresponding ailment.
The initial chance for the 4 types of ailment is 0.
The amount of damage dealt by ailments is based on the base damage of the corresponding ailment, which is 0 by default.
The damage dealt by ailments has nothing to do with the damage dealt by a hit.
For example: If a character has +100 Base Ignite Damage and +100% Ignite chance, when hitting a target, the character will inflict 1 stack of DoT that deals 100 Fire Damage every second.
This damage has nothing to do with whether this hit deals Fire Damage.
Additional Sources of Base Damage
——In addition to directly increasing base damage, there are a few other ways to increase base damage:
1. Adds X% of the skill's damage to Base Ignite Damage
A portion of the skill's Hit Damage (namely, the damage displayed on the skill panel) will be added to the skill's Base Ignite Damage.
2. Adds X% of Weapon Damage to Base Ignite Damage
A portion of the Weapon Damage (namely, the damage displayed on the weapon panel) will be multiplied by the skill damage effect and added to the skill's Base Ignite Damage.
3. Adds X% of Hit Damage as Base Shock Damage
X% of the actual damage dealt by this hit will be added to the Base Shock Damage of this skill.
4. Ailment Damage Restrictions
When Ailment Base Damage is 0, no Ailment Damage of this type will be dealt. This rule also applies to effects such as: "Guaranteed to inflict XX".
Ignite
1. Ignite deals Fire DoT with a default duration of 4 seconds.
2. After Igniting an enemy, Fire Damage equal to the Base Ignite Damage is dealt to the target every second.
3. By default, Ignite has the following effect: "+30% additional Affliction effect".
4. The default maximum number of Ignite Damage stacks is 1. This can be increased by upgrading the maximum number of stacks later. When a unit is under the effect of more than 1 Ignite effect, the first n(Max Ignite Stacks) stacks of Ignite that deal the most damage will take effect.
Shock
1. When hitting an enemy with a Shock buff, Secondary Lightning Damage is dealt based on the Base Shock Damage of this buff.
2. When hitting an enemy with a Shock buff, Hit Damage is guaranteed to trigger Shock Damage.
3. Each Shock effect can only be triggered up to 12 times.
4. The base duration of the Shock buff is 4 seconds.
5. When hitting an enemy with a Shock buff, Secondary Lightning Damage is dealt based on the recorded Base Shock Damage, and this damage bonus is obtained when it is triggered.
6. The maximum valid buff stacks of the Shock buff is 1. This can't be changed by any affixes. When multiple Shock buffs exist concurrently, the stack with the highest Base Damage takes effect.
Bleed
1. Bleed deals Physical DoT with a default duration of 4 seconds.
2. After inflicting Bleed on an enemy, Physical Damage equal to the Base Bleed Damage is dealt to the target every second.
3. By default, Bleed has the following effect: "+30% additional Reaping duration".
4. The default maximum number of Bleed Damage stacks is 1 stack, and it can't be increased. When multiple Bleed effects exist concurrently on the same target, only the Bleed effect that deals the most damage will take effect.
Wilt
1. Wilt deals Erosion DoT with a default duration of 2 seconds.
2. After inflicting Wilt on an enemy, Erosion Damage equal to the Base Wilt 3. Damage is dealt to the target every second for each stack of Wilt.
4. Wilt has no default maximum number of stacks, but the number of its stacks may be limited by certain affixes. When it is limited by a number of stacks, Wilt Damage is dealt according to the stack that deals the most damage.
How does Ailment work on minions ?
2022-10-17