Bleeding

Bleeding, or bleed, is an ailment that deals physical damage over time to the affected target. Moving targets suffer increased bleeding damage. Only physical damage hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.

Infliction
Attack will inflict 1 application of bleed if:
 * Base damage of attack have non-zero physical component
 * Attack successfully lands (is not blocked, dodged or evaded)
 * Attack has a chance to cause bleeding and it passes the chance-check (ex:)
 * Or attack is guaranteed to cause bleeding (ex:)

Different applications of bleed are inflicted independently.

Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics.

Damage
Bleed deals physical damage over time.

Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second).

By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.

If Crimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack's physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack's average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.

Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or.

Bleed damage can be increased by the hex and, like all damage-over-time effects, the  hex.

Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.

Duration
The base duration of bleed is 5 seconds. This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn't moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.

Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.

Damage modifiers
As a damage over time effect, bleed's damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed: ,, or  damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.

Also, bleed is non-elemental ailment, so modifier will also affect the damage of bleed.

modifiers, being count in base attack damage, also affects bleed damage.

Other modifiers of increased/reduced/more/less type affecting hits (attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.

Defensive modifiers
Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as Armour or Fortify.

To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.

Also incoming damage from bleed can be affected by affecting attacker's base physical attack damage, with for example.

Duration modifiers
Bleed's duration can be affected by following modifiers:
 * Bleed from is also affected by
 * Bleed from is also affected by
 * Bleed from is also affected by

Removal and immunity

 * a flask with the suffix removes bleeding when used and grants immunity to it while active
 * Pathfinder's passive Master Surgeon causes all flasks to remove bleeding when used
 * and grant immunity to bleeding
 * Slayer's passive Endless Hunger grants unaffected by bleeding while leeching
 * The Watcher's Eye can roll a modifier that grants unaffected by bleeding while affected by Malevolence

Other

 * The support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
 * The unique amulet,  unique boots, and the Deadeye ascendancy skill Rupture prevent the extra bleed damage taken by movement.

Base items
The table below shows base items that have the modifier.

Cluster Jewel passive skills
The following Cluster Jewel passives are related to Bleeding:

Delve drop-only mods
These mod can only be found in specific node in Delve Azurite Mine:

Legacy mods
The lists below displays Bleed related modifiers where all spawn weights have been set to zero.

Delve fossil mods
Since version 3.10.0, these "domain 16" modifiers are disabled to spawn

Version history

 * Chance to Bleed and Bleed Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Bleeding damage now have higher values and also grants some chance to inflict Bleed.


 * Bleeding but now deals half damage while the target was stationary, from one sixth its damage. (outdated!) The ratio remains unchanged for Bleeding caused by monsters.
 * Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
 * Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).

Кровотечение
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