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If you have the 20% effectiveness to Vulnerability debuffs primary enchant, each vulnerability. Vulnerability effectiveness is a lesser-known stat that enhances the effect of vulnerability. For those of you counting at home, this doubles your damage. Every time you apply a stack of vulnerability, the enemy takes 10% more overall damage, and this can stack ten times, for a total of 100% more. Vulnerability is a stacking multiplicative modifier. And that's despite the fact that curse from gloves would be more effective (42% from gloves vs.

BUT if I for example would have that curse at lvl20 in my Blasphemy support casted as an aura, the aura would be prioritised over the curse from gloves.
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Thanks Mark, so for example if I have a corrupted gloves with Curse Enemies with Vulnerability on Hit, with 40% increased Effect, it means that enemy will take 42% increased physical damage (30% base for lvl1 + 12% from extra effect). This item can be transformed on the Altar of Sacrifice along with Vial of Consequence: 22 +(9-20) to maximum Energy Shield +(10-15) to all Attributes (5-10)% increased Movement Spee Finally, you can reserve Pride and apply Vulnerability with CwDT and/or CoH You are Cursed with Vulnerability, with 40% increased Effect As a gift or as punishment, the Empire will have your blood. Pride is more physical damage taken, so it's always 39% regardless of how many other increases you have. It's also subject to boss curse resistance. It might not be shown correctly in POB Vulnerability stacks with Intimidate, Maim, Flesh & Stone, Worthy Foe, or any other sources of increased physical damage taken. Curses were changed when Heist started so that all on-hit curses apply a base level curse with increased effect, and each 4% increased effect is equivalent to an additional gem level. It lasts 9 seconds) The Deep One's Hide Studded Round Shield 60% increased Block Recovery Adds 4 to 8 Physical Damage to Attack 32% increased effect vulnerability is the same as level 8 vulnerability was before. (Vulnerability is a Hex which increases Physical Damage taken by 30%, causes Hits to have +20% chance to inflict Bleeding on the target, and makes Ailments on the target deal Damage 20% faster.
