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POE2 Status Ailment Summary: Electric Execution is a Conditional Status Ailment

There are 7 types of basic ailments in total

Elemental ailments and non-damaging ailments are also classified

Shock and electric execution have different activation conditions

 

▲ Chill? Freeze? The effects are different! Ailment summary

 

 

Summary of 7 types of ailments

 

 

Ailments are common debuffs associated with specific damage types. Ailments include Bleeding, Ignite, Chill, Freeze, Shock, Electric Execution, and Poison. Bleeding is a physical ailment that deals continuous physical damage. It ignores energy shields, so you can easily deal with opponents who have shields. Duration is 5 seconds. You can increase damage with Shock, but Bleeding damage is not increased by armor destruction.

 

Ignite is a fire ailment that deals continuous fire damage and lasts for 4 seconds. Chill slows down the target (attack speed or movement speed) and does not deal damage. The duration is only 2 seconds. Freeze is a non-damaging ailment that lasts for 4 seconds and can be triggered by cold damage. You can increase damage with Shock, but Ignite damage is not increased by penetration.

 

Shock is triggered by all skills that deal lightning damage and lasts for 4 seconds, increasing the damage the target takes by 20%. Electric Execution is triggered only by specific skills or skills equipped with the Electric Execution Support Gem, and it interrupts the target's actions for 5 seconds, preventing them from performing any actions.

 

Poison is a chaos ailment. It deals continuous damage and has a short duration of 2 seconds, ignoring energy shields. The poison damage is increased on shocked targets, but poison damage is not increased through penetration.

 

※ Armor Destruction: Can lower the target's armor by a certain amount, and if the armor value becomes 0, armor is destroyed for 6 seconds

※ Penetration: Reduces a specific value from the target's corresponding resistance, applying it down to a minimum of 0

 

Bleeding (Physical Ailment)

Bleeding is an ailment that deals continuous physical damage, and it lasts for 5 seconds by default. Damage taken from Bleeding is not blocked by energy shields.

 

Bleeding deals 100% additional damage if the target moves or if Bleeding is intensified.

 

The amount of physical damage dealt by hits is reflected in the Bleeding intensity. Only damage dealt to life is reflected in Bleeding.

 

Damage is not reflected in the Bleeding chance, so you cannot inflict Bleeding without an effect that specifies a Bleeding chance.

 

Bleeding deals physical damage every second at a base intensity equal to 15% of the physical damage dealt by the hit that inflicted the Bleeding. This damage is calculated based on the final damage dealt by the hit, but it is not affected by the attributes applied to the target and the damage received by that hit. This intensity is also not affected by the attributes applied to the damage dealt by the player.

 

Attributes and debuffs that affect the enemy's damage mitigation ability (e.g., Shock) can affect the damage the enemy takes from Bleeding, but attributes that affect the hit damage itself (e.g., Armor Destruction) do not affect Bleeding damage.

 

 

 

 

 

Ignite (Fire Ailment)

Ignite is an ailment that deals continuous fire damage, and it lasts for 4 seconds by default.

 

The amount of fire damage dealt by hits is reflected in both the Ignite chance and the intensity of Ignite, so the more fire damage you deal with hits, the more often you inflict Ignite with greater power. The base chance to Ignite a target with a hit is 1% per 4% of the damage to the target's ailment threshold.

 

Ignite deals fire damage every second at a base intensity equal to 20% of the fire damage dealt by the hit that inflicted the Ignite. This is calculated based on the final damage dealt by that hit, but it is not affected by the attributes applied to the target and the damage received by that hit. This intensity is also not affected by the attributes applied to the damage dealt by the player.

 

Attributes and debuffs that affect the enemy's damage mitigation ability (e.g., Shock) can affect the damage the enemy takes from Ignite, but attributes that affect the hit damage itself (e.g., Penetration) do not affect Ignite damage.

 

 

 

 

Chill (Cold Ailment)

Chill is an ailment that slows down the target, and it lasts for 2 seconds by default.

 

The amount of cold damage dealt by hits is reflected in the Chill intensity, causing a maximum slowdown of 50%. Even if there is no specified infliction chance, all hits that are reflected in the Chill intensity can inflict Chill if the intensity is above the minimum threshold. In other words, hits with low damage may not inflict Chill.

 

 

 

 

Freeze (Cold Ailment)

Freeze is an ailment that prevents the target from moving or acting, and it lasts for 4 seconds by default.

The cold damage dealt by hits is reflected in the Freeze accumulation, and as Freeze accumulates, the enemy is Frozen.

 

 

 

 

Shock (Lightning Ailment)

Shock is an ailment that increases the damage the target takes by 20%, and it lasts for 4 seconds by default.

 

The amount of lightning damage dealt by hits is reflected in the Shock chance, so the greater the lightning damage, the greater the chance. The base chance to Shock a target with a hit is 1% per 4% of the hit damage to the target's ailment threshold.

 

 

 

 

Electric Execution (Lightning Ailment)

Electric Execution is an ailment that interrupts the target's actions and prevents them from performing any actions, and it lasts for 5 seconds by default.

 

Only lightning damage dealt by hitting specific skills or effects is reflected in the enemy's Electric Execution accumulation, and as Electric Execution accumulates, they are subjected to Electric Execution. Lightning damage dealt in other ways does not accumulate Electric Execution.

 

Normal enemies enter the Electric Execution Ready state when Electric Execution accumulates to 40% or more. Magic enemies accumulate 60%, rare enemies accumulate 70%, and unique enemies accumulate 80% to be ready.

 

- Skills that can inflict Electric Execution themselves: Electric Execution Arrow, Shock Blast, Conductive Grenade

- Equip the Electric Execution Support Gem

 

 

 

 

Poison (Chaos Ailment)

Poison is an ailment that deals continuous chaos damage, and it lasts for 2 seconds by default. Poison damage ignores energy shields.

 

The amount of physical and chaos damage dealt by hits is reflected in the Poison intensity.

 

Damage is not reflected in the Poison chance, so you cannot inflict Poison without an effect that specifies a Poison chance.

 

Poison deals damage every second at a base intensity equal to 20% of the physical and chaos damage dealt by the hit that inflicted the Poison. This is calculated based on the final damage dealt by that hit, but it is not affected by the attributes applied to the target and the damage received by that hit. This intensity is also not affected by the attributes applied to the damage dealt by the player.

 

Attributes and debuffs that affect the enemy's damage mitigation ability (e.g., Shock) can affect the damage the enemy takes from Poison, but attributes that affect the hit damage itself (e.g., Penetration) do not affect Poison damage.

 

 

 

 

Elemental Ailments

 

Normal ailments and elemental ailments are different. Elemental ailments include Ignite, Chill, Freeze, Weaken, Shock, Electric Execution, and elemental ailment-related passive skills, which are helpful for skill combinations. It is recommended to check the tree in advance as it is an ailment that helps Sorceress or Witch users.

 

Weaken

When hitting an enemy in a weakened state, the [CriticalHit|Critical] chance is increased by up to +6%. The amount of increase is proportional to the cold damage that inflicted Weaken. Lasts for 4 seconds.

 

 

 

 

 

Damaging Ailments, Non-Damaging Ailments

 

There are a total of 3 damaging ailments: Bleeding, Ignite, and Poison. There are a total of 4 non-damaging ailments: Chill, Freeze, Shock, and Electric Execution. It is good to invest by referring to the passive skills for damaging ailments and the passive skills for non-damaging ailments.

 

 

패스 오브 엑자일2 인벤여현구 기자
2024-12-23

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