i’ve tested some bleed bash items and here’s what i’ve found so far
Things that enhance bleed damage:
- Calm aspect
- Retribution Aspect - enhances a lot - i’ve put it on amulet to get max out of it but might be better to use calm on amulet not sure
- elements aspect, does work while cycling thru physical
- concussive strikes
Half enhancements
Paingorgers - bleed is enhanced by the Basic Damage affix, but not the unique aspect.
Moonrise Aspect, does not increase bleed damage but it does increase attack speed, so that does increase dps
Things that do not work:
- Topaz - (sapphire increased dmg the most)
- adaptability aspect
- edgemaster aspect
- mortal draw
- ramalamdni’s
inconclusive:
- skullbreakers aspect, in theory should add 5-10% but i can’t figure out if it is.
- Cleaver glyph
that’s all i’ve tested, for now - if anyone has insight please feel free to share or if you think i’m wrong about anything please share
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These are all true. This by the way matches the testing PvP Bleed Barbs have done since last season to buff their bleed damage as an additional point of testing validation.
Thanks, this game makes me crazy tho, like why/who/what decided that basic skill doesn’t enhance bleed dmg, and why is it so mysterious?
It just seems so arbitrary
Yes, sadly DOT bugged left and right since start of game often mismatching tool tips. Poison rogues saw this problem too especially with S3 start when many paragon nodes enhanced base damage but not DOT.
The only way unfortunately is to test and see if something affects DOT rather than reading tool tips.
I would be willing to bet half the time the developers actually didn’t think about it and the ‘hook’ to link something to DOT was simply missing. And then on the player side it feels arbitrary.
Don’t forget at least currently still Vulnerable Damage as an additive does work to add DOT (before any Hemorrhage multipliers are considered)
Adaptability, Mortal Draw, Moonrise, and Edgemasters should all increase the Bleed Damage, that is really odd they wouldn’t. This should increase the natural Bleed of Flay and Bash Damage that gets converted to Bleed via Berserk Ripping and Gushing Wounds.
which bleed proc are you using for this test? Berserk Ripping or 2h sword tech?
re boltbane:
I should have specified, testing is based on Berserk Ripping ONLY - specialty is 2 hand axe.
re carrotfeets:
The distinction seems to be centered around if something is “Base Damage” vs “Basic Skill Damage” - SKILL being the operative word to them (for unknown reasons) - hence why a GA paingorger + Base Damage is valuable to a bleed bash build. This is what makes it sort infuriating - because based on that theory, should Topaz not be increasing bleed dmg significantly? (270% basic dmg vs 120% vuln dmg???)
perhaps it’s just the + from Vulnerable is so much better, who can say.
All is to say that basically bleed DOT is still a hot mess for barbs.
Also can we talk about how X’Fals clearly does not work with Bleed DOT dmg, which by it’s description should work flawlessly? 
I shall continue testing things.
XFal has been nerfed to only work with specific Bleed spells. Berserk Ripping doesn’t work with XFal. In the past there was an infinite loop of berserk ripping procing Xfal that then proc berserk ripping which would then enable Xfal proc.
If you’re using Berserk Ripping then it’s whatever is listed on the tool tip. Topaz should affect Berserk Ripping bleed damage since it alters the tooltip numbers.
How about DOT affix on a weapon? Is it affecting Berserk Ripping?
I cannot imagine it would considering Berserk Ripping should be the last calculation performed. Apparently that also is not working properly as there is an issue with the order of Operations causing DD converted to Bleed being both exceptionally good and also not working as expected.
It appears that because Berserk Ripping is working off the Base Damage, it is not being benefitted by Conditionals that Boost your Base Damage but is being modified by Vulnerable. Unlike Critical Strike and Overpower which is being calculated at the end of the order of operations, Vulnerable is before. You would think that +Basic Damage from Topazes etc. are in fact raising the Base Damage and should apply however Vulnerable should not. Additionally, Bleed Conditional modifiers should technically not work but sometimes do?
It is all very weird.
@ boltbane: It might be affecting berserk ripping (personally i cannot see the increase in bleed damage anyway) however, the damage bonus from Vulnerable is greater than what the topaz’s bring to the table. From my testing I can say I do not think Topaz’s are working tho!
@BroER - I have not tested however from my small x’fal test, I can say that I believe DOT dmg increase affix’s DO increase bleed dmg, however I would venture to think the bonuses from Crit and Vuln are great than DOT dmg affix’s
@ Carrotfeets - it is, and it’s inconsistent. The bleed bonus from Gushing Wounds & Hemmorage are greater than whatever topaz’s provide berserk ripping - it’s as you said some calculation - multiplicative buckets - or however they frame it. The mortal draw not working was a real headscratcher - it just says “increase damage after swapping weapon” following their logic, this should naturally increase bleed damage, but as far as I could tell it does nothing at all to increase bleed.
Overall tho, i have to say it’s wonky and unclear. The frustrating thing is in the Topaz’s themselves because based on findings - ie BR increased by base basic damage and NOT basic SKILL dmg, therefor Topaz should be the biggest dmg increaser - however it’s NOT
means my findings others’ - both mean everything and nothing at the same time. 
I’ve found the best combo for me is retribution, calm, moonrise, and concussive strikes (moonrise just for the 20% attack speed) - i would imagine using elements instead of moonrise would be better - but thats my set up right now anyway.
also, holy bolts hit for bleed, so you clear dungeons way faster with a HB elixir running, i’m sure most people know that
A few streamers released a video on this just a few days ago.
Anything with the skill tag will not increase Berserk Ripping. Generic multipliers and Strength do.
It’s the same for poison from Andy’s.
Not entirely true, as i’ve tested, some do and some do not. What’s for sure is “Basic Skill” does not, “basic damage” mostly does.
I haven’t tested strength - I won’t be able to - I had assumed it would not since it increases SKILL
It does not affect the Berserk Ripping per se but it does buff all bleed. If you are doing huge bleed numbers though it will be hard to tell because it will be a rounding error as an additive.
Strength increases base damage:
Each class has a main stat that gives them something called skill damage. The main stat for Necromancers and Sorcerers is Intelligence, Rogues use Dexterity, Barbarians use Strength, and Druids use Willpower. The main stat damage contribution can be deceiving due to its wording in the tooltip. If you hover over your main stat on your character sheet, it shows the following:
This functions as a separate multiplier and is not to be confused with skill%. In other words, in the damage formula, skill% and Main Stat function as two separate and completely independent multipliers. Another misleading aspect is that despite being called Skill Damage, Main Stats increase the damage of effects such as X’Fal’s Corroded Signet, Thorns, and other Flat Damage effects. Because 1 main stat is 0.1% Skill Damage, dividing your main stat by 1000 correctly converts your main stat to a percentage (1/1000 = 0.001 = 0.1%). That means we can use the following formula to convert your main stat to a percentage:
Because your main stat increases your Skill Damage by xxx.x%, we need to make sure that our main stat multiplier includes a base 100%. Without it, if we put 56.2% Skill Damage into our formula, it would mean we do less damage if we have between 0% and 100% Skill Damage, which is incorrect. As such, our [Main Stat Multiplier] is equal to [100% + Main Stat in %] in the damage formula.
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Hard to say without actually testing it. It’s a difficult one to be able to test. So that’s going to stay in the inconclusive column
It’s been tested and confirmed, brother.
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OK if it’s been tested, sure. Otherwise I won’t believe it based on what i’ve found out.
It’s all been tested. My previous response about main stat is a copy/paste of the actual calculation and how it works.
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Tested axe + cleaver, doesn’t show additional Crit dmg in tool tip, both in outside world and on dummy - can’t confirm if it is enhancing bleed dmg