Carbineer Archive

Thread: Stacking (and Improving) Bleeds

mcglonec
Fri Jan 09, 2004 2:09 pm
#1






novamarine wrote:


Here is another tip:


Bleeds applied to KDed targets get the 50% KD damage bonus




There's something I didn't know. Very cool.




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Hundey
Fri Jan 09, 2004 3:27 pm
#2

Wow, I'm almost a master and I didnt know about improving bleeds. Thank you!




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TrassNimode
Fri Jan 09, 2004 4:19 pm
#3

I didn't even know that you could stack them. Never tried, heh, thanks.



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AriasImmortal
Fri Jan 09, 2004 6:39 pm
#4

even better-stacking carbineer and pikeman bleeds... weeeeeeee!



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AriasImmortal
Fri Jan 09, 2004 6:41 pm
#5

one time (when SOMETHING was bugged) i stacked 15k worth of bleeds on a krayt in 30 seconds (with a DH-17) it was a long time ago tho



ARIAS TE'THAI
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ECHUU|ECHUU-SHEN
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AriasImmortal
Fri Jan 09, 2004 6:42 pm
#6

and i know it was 15k cuz i was the only one attacking the krayt and i watched him bleed for about 5 minutes



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ECHUU|ECHUU-SHEN
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mcglonec
Sat Jan 10, 2004 1:34 am
#7

Just a tip that I learned some time ago that I thought I'd share in case others didn't know about it.


First of all, most folks know that you can stack bleeds from Action Shot 1 and Action Shot 2. That means that, if you shoot a target with Action Shot 1 for 300 damage and then with Action Shot2 for 500 damage, the target will bleed every 15 seconds for 800 points of damage (note that both bleeds are on their own timers so they'll be spaced as far a apart as your two attacks).


However, what I didn't realize is that you can improve your bleeds if you need to.


Let's say, for example, you attack a target with Action Shot 1 and your normal range of damage with that attack is 300- 800 damage. In this case, you hit the target for 310 damage. This starts the 15 second bleed counter. As that is a poor shot, we'll just go ahead and shoot your target again with Action Shot 1. This time, you hit for 750 damage - much better.


What this does is improves the bleed. The timer DOES NOT restart and, when the 15 seconds are up (based on when you fired your first Action Shot 1), the target will bleed for 750 points of damage, not 310.


Note that you can not reduce a bleed. For example, if you hit for 310 the first time and 305 the second time and then stop using Action Shot, you'll see that, when the bleed timer hits 15 seconds, the target bleeds for 310 damage, not 305.


In many cases, this just doesn't matter as you're not relying on bleeds to do a lot of damage, but, if you're fighting something with large HAMS, the difference between a 300 point bleed every 15 seconds and an 800 point bleed every 15 seconds could be as much as 5000 points of damage (I believe a bleed lasts 10 ticks or 150 seconds).





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novamarine
Sat Jan 10, 2004 1:54 am
#8






mcglonec wrote:

Just a tip that I learned some time ago that I thought I'd share in case others didn't know about it.




Thank you for posting that tip mcglonec. It will certainly help out new players.


Here is another tip:


Bleeds applied to KDed targets get the 50% KD damage bonus

Corothian
Sun Jan 11, 2004 9:18 am
#9

That was at band camp , right?
ElBlufer
Sun Jan 11, 2004 10:01 am
#10

so, to bleed you use action shot?



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mcglonec
Mon Jan 12, 2004 1:43 am
#11

Yes. Action Shot 1 and Action Shot 2 cause the target to bleed from its action pool.




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Cassor
Mon Jan 12, 2004 2:38 am
#12

Except Action Shot 2 will miss your intended target and hit the other beasties behind him making one of them bleed and aggro you - usually guaranteed to be a bull / scout so the whole lot come over ...


How I love our specials


For some reasons I thought the action shots didn't stack ?

mcglonec
Mon Jan 12, 2004 9:10 am
#13






Cassor wrote:

Except Action Shot 2 will miss your intended target and hit the other beasties behind him making one of them bleed and aggro you - usually guaranteed to be a bull / scout so the whole lot come over ...


How I love our specials


For some reasons I thought the action shots didn't stack ?







For the purpose of bleeding/posture change on a particular creature, I usually use Action Shot 1 for just this reason - it is not an area attack. If there are no other creatures around, Action Shot 2 is the better choice as it still bleeds and causes a posture change andis more damaging.


Action Shot bleeds do stack and they run on their own timers. So, for example, if you shot a creature at time 0:00 with Action Shot 1 for 300 damage and then again at 0:03 with Action Shot 2 for 800 damage, you would see the creature bleed at 0:15 for 300 action damage and then at 0:18 for 800 action damage. However, if you continue to fire with Action Shot 2, you will cause no further bleeding except for the possibility of improving the bleed, as I outlined earlier.


However, while each bleed gets its own timer, the posture changes from each attack are on the same timer. If you cause a posture change with Action Shot 1, the 30 second posture change counter begins. If you then try to use Action Shot 2 before that timer expires, you will get the message "Your attack failed to change posture..." Once the 30 seconds is up, you can freely use Action Shot1 or Action Shot 2 to force another posture change to kneeling.


Also, be aware that Action Shot 2, as it is an area attack, does have the capability of lowering the posture of multiple attackers at once. This effect seems to be rather sporadic and I have never been able to figure it out, but I have seen it occur.





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