Maybe this should be more obvious than I’m making it, but I want to clarify how ailment conversions work when there are multiple conversions going on:
So right now I’m looking at doing something with Ruby Fang and the new gloves Carrion of Creation to convert the poison chance into bleed chance so I can make better use of it in Paladin. This isn’t the linchpin to the build, but it would be nice if this works, but part of the ruby fang’s bonuses are an extra flat chance to apply poison with melee skills and fire skills. So ideally if I can use a melee fire skill to proc this then I get some free bonus chance. But I still need this to end up being bleed. So the thing I’m looking at here is Vengeance: It’s a physical skill with a fire conversion. That fire conversion converts bleed chance to ignite chance. But the gloves make it so that all of my ailment chance becomes bleed. So does the end result end up being bleed or ignite?
I thought about trying to test this in game with Maehlin’s Hubris, but this conversion is only one to one. A dead end. My bleed becomes ignite, but then for Vengeance it’s still just going to be ignite whether I convert or not. So that’s not helpful. I thought to try to use Javelin because it converts bleeds and ignites into Electrify, but that still doesn’t help because I have nothing that attempts to convert electrify back into anything else.
The new gloves being a black hole that takes ALL ailments and brings them back to being bleed doesn’t seem like something I can test at the moment. But maybe there’s a more general rule people know that could explain this interaction. Or perhaps a dev could clarify.
Like I said though, this is pretty low stakes in the grand scheme of things. It’s 75% ailment chance in a build that’s hopefully going to stack a silly amount, but I’d still like to know.