So I was testing trying to see what affected bleed, as the wiki only has general suggestions. I noted that when I was equipping Tongue of the Aberrant Seer, my bleeds were ticking at higher damage, but the bleed tooltip was not changing. I am using Puncture, but I do not have any poison tags on it, so its not affecting the skill. I decided to take off the ring and put points into Steady hand, to see if it was the Dex that was affecting the bleed stacks and it did increase the damage. The ailment is not suppose to care about what creates it, jut mods to %phy, %dmg, and DoT. I’m not really sure why this is happening (bug, missing tooltip, intended/hidden) and if anyone could help that would be great.
That is not correct.
Generic damage increases for a skill do apply to ailments applied by this skill.
So %inc damage from attributes and also nodes within the skill spec tree, that don’t specify “hit damage” or “damage from hits” will also increase the damage from ailments applied by that skill.
To give you some concrete examples in the case of punture:
- “Timing” will increase the damage from ailments applied by puncture.
- “Seized Prey” will not increase the damage from ailments applied by puncture, because it specifiy Puncture hits
So in your example the +3 to all attributes from Tongue of the Aberrant Seer and/or the Dex from Steady Hands will affect bleeds from puncture. (4%inc damage per point of dex)
Also I am not sure what you mean by
Do you mean the bleed damage in your character sheet?
Damage scaling from attributes would not affect that, because attributes will not globally give you damage, they only apply to certain skills.
And the character sheet only shows global stats.
Probably the buggy tooltip damage.
Generic damage increases for a skill do apply to ailments applied by this skill.
That’s it :D. Thanks!!.
As do relevant elemental damage modifiers from the skill (like % more physical damage for bleed).
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