Dying to Bleed Despite having 100% Phys taken as Elemental
" It is coding problem. If it was "intended", It just mean if there is elemental taken as physical damage mod on player, and the monster has 100% chance bleed, suddenly you take bleed damage even if the monster was dealing 100% elemental . The source damage was elemental. You need to dig out past comment by Mark_GGG or someone else in the dev team to declare such interaction was actually intended This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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"This was rasied several times before. The general cosensus was that it's due to some unfortunate rounding. Yes, getting 101% helps to work around the issue. You can check these (if you haven't already). https://www.reddit.com/r/PathOfExileBuilds/comments/18zxrx5/until_ggg_fixes_this_101_taken_as_elechaos_is/?rdt=40999 https://www.pathofexile.com/forum/view-thread/3431124 Exactly 100% works fine when it reached by a single source, and I vaguely remember that some sources (probably not ToH) don't have the issue when summing. I'm not sure if this is fixable. |
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" Appreciate the links. Last night was the first time I heard the 101% value personally from someone else. Equally skeptical anything changes, but at least now I can tell others if they have the issue.. assuming my lone brain cell can remember. |
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The error can only be 1 per rounding calculation so the "leaked" dmg at exactly 100% is maximum equal to the number of 'taken as' sources (either the total amount of taken as mods or the sum of each destination type). Since 'taken as' is applied before other mitigation, you can still reduce the leaked dmg to 0.
You can use synth jewels with -flat phys dmg taken from hits which would reduce the leaked dmg to 0. Theoretically, you need very little armour (as shown here when unallocating Transcendence) to reduce, for example, 5 leaked dmg to less than 1 (which may be rounded down). But armour also only applies to hit so the synth jewels are the best way to guarantee taking 0 leaked dmg from hits. There is also an interaction with MoM and ele res that avoids the rounding problem. In keepers, you get 100% with foulborn mind of the council by having 100% cold/fire taken as lightning/chaos (with Divine Flesh and CI, PoL sublime vision and PoL watcher's eye). With 70% global MoM (and 30% phys/lightning MoM) and positive cold/fire resistances (even only 1% res), the max 3 leaked dmg has 0 dmg taken from life. This means either only MoM or MoM and res causes all leaked dmg to be taken from mana before life. reddit post This speculates on how splitting non-round numbers is done in PoE, i.e how 1, 2 or 3 dmg is split between life and mana at 70% MoM, that it can cause 0 dmg towards one pool. This could apply to other "splitting" mechanics. Last edited by Zebest78#2929 on Jan 12, 2026, 3:24:30 PM
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