Spirit Plague's Laceration node not scaling with multiplicative increases from any source

The “Laceration” node in Spirit Plague gives your hits a chance to bleed if the target is debuffed by Spirit Plague. I was confused as to how to scale these bleeds, as it’s not clear if Spirit Plague’s damage nodes or if the skill you’re using to apply the bleeds relevant damage nodes would increase the damage of these bleeds.

Come to find out through dummy and live testing that the answer is…neither! It was ticks of 25 damage all the way down. The only damage increase I found was when I used Death Seal and therefore had a global more damage multiplier as a result of it bringing me down to low life. I tested using both Rip Blood’s 40% more multiplier (which should have brought it up to like ticks of 40ish damage, but didn’t). I also used Infernal Shade’s massive more multipliers from the Combustion notable (54% more and 160% more, respectively). Still ticks of 25.

Then I tested with Spirit Plague’s damage nodes, getting 20% and 25% more respectively. Still, only ticking for 25 bleed damage on the dummy. I was also able to easily replicate this against live enemies.

I should also note that the effect of Exsanguination (bleeds inflicted by Spirit Plague have additional physical penetration) also does not work for these bleeds, which makes sense if the Laceration bleeds aren’t caused by Spirit Plague. But again, the Laceration bleeds aren’t scaling off anything (and as a side note, this functionally kills my starter build for 1.1, as the idea of spamming Chaos Bolts to get a thousand bleeds from Spirit Plague doesn’t mean anything if those bleeds get no damage. Not your fault, I’m just kinda upset about it).

I thought 1.0 got rid of all the weird “subskills/subskill like effects that don’t scale from anything” problems. Is this an intended effect of Laceration bleeds or a bug?

1 Like

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.