Fencer Archive
Thread: Bleed stacking
Ok, here is how he explained his bleeds to me.
00 seconds: He hits with his first bleed(Mind Slam) attack for 100 dmg.
02 seconds: He hits with hissecond bleed(Mind Slam) attack for100 dmg.
04 seconds: He hits with histhird bleed(Mind Slam) attack for 100 dmg.
06 seconds: He hits with his fourth bleed(Mind Slam) attack for 100 dmg.
08 seconds: He hits with his fifthbleed(Mind Slam) attack for 100 dmg.
10 seconds: He hits with hissixth bleed(Mind Slam) attack for 100 dmg.
10 seconds: First bleed tick does 600 damage
SniperChicken wrote:
As WayneInAustin explained,
If you do a Mindshot2 for say... 1000dmg, it will do an initial damage now (to a random pool, courtesy of our new "bleednerf" - supposed to be fixed in publish 7) and then 20s later it will begin the ticks, of which are dramatically lower (think 150-200dmg).
Then you can do a Mindshot1 for.. 500dmg, and it does the same thing as above, however now you have your MS2 ticking AND you have MS1 ticking away. Any other mindshots you do from there would have to be greater damage than the initial, which would then replace the % of the tick for the given mindshot.
Hope that makes sense, and if so hope it helps
You are correct that the initial shot does random pool damage whereas, before, it simply recorded the damage number for the bleed ticks. You are also correct that they are supposed to fix this so that the initial damage alwayshits the same pool as the bleed. However, I do not think that you are correct as to Mindshot1 and Mindshot2 ticking away at the same time. That is the way it used to work. However, the publish notes from last time said that an individual player could only have one bleed per pool and one fire DoT on any one target. That means that you can no longer have both Mindshot1 and Mindshot2 running at the same time because that would be two bleeds ticking away on the same pool. This particularly sucks for Riflemen/Swordsmen combos like myself, because even with 4 mind bleeds, I can still only have one running.
What should be happening now is that, if you hit a target for a second bleed on the same targeted pool, the new bleed will replace the old one if it is higher damage. This would be the case even if the second bleed came from a different special. For example,if I shoot for a 100 bleed with Mindshot1, then hit with a 150 bleed with Mindshot2, I will get a single bleed of150 damage, not 250. The same would be true even if both shots were from Mindshot2 or if the higher bleed came from the Mindshot1; the highest bleed will replace the running bleed if it is on the same pool.
If the bleed is working as described above, I suspect that this is a bug. Because they said that each attacking player can only have one bleed per pool, this suggests that multiple players can stack bleeds on the same pool. So, either, the 600 bleed he is seeing is from multiple people bleeding mind, or they have screwed up the bleed logic and now, rather than replacing the bleed with a higher damage, it is totalling the bleeds under some circumstances as if there were multiple players stacking their one bleed each.
If it is the latter case, expect this to be fixed.
Sotaudi wrote:
So, either, the 600 bleed he is seeing is from multiple people bleeding mind, or they have screwed up the bleed logic and now, rather than replacing the bleed with a higher damage, it is totalling the bleeds under some circumstances as if there were multiple players stacking their one bleed each.
If it is the latter case, expect this to be fixed.
As WayneInAustin explained,
If you do a Mindshot2 for say... 1000dmg, it will do an initial damage now (to a random pool, courtesy of our new "bleednerf" - supposed to be fixed in publish 7) and then 20s later it will begin the ticks, of which are dramatically lower (think 150-200dmg).
Then you can do a Mindshot1 for.. 500dmg, and it does the same thing as above, however now you have your MS2 ticking AND you have MS1 ticking away. Any other mindshots you do from there would have to be greater damage than the initial, which would then replace the % of the tick for the given mindshot.
Hope that makes sense, and if so hope it helps ![]()
it's my understanding that that too is being nerfed. i know i read a statementin the publish 6 notesto the effect of "only one bleed per pool, per player". Meaning, you can no longer stack MS1 and MS2. whichever is higher takes precedence, but both bleeds don't tick.
Also, it's my understanding the the aforementioned example of 6 bleeds for 100pts each doing a 600pt tick is completely inaccurate. i haven't checked it though
1 bleed type per person per MOB
so mind shot 1 100 damage
bleed will be 100 damage
mindshot 2 200 damage
bleed will be 200 damage
if you hit again with a mindshot 1 100 damage
BLEED WILL BE 100 DAMAGE
kirstar wrote:
1 bleed type per person per MOB
so mind shot 1 100 damage
bleed will be 100 damage
mindshot 2 200 damage
bleed will be 200 damage
if you hit again with a mindshot 1 100 damage
BLEED WILL BE 100 DAMAGE
I know how its supposed to work.. but with my swordsman friend it is NOT working like this.