Rifleman Archive
Thread: Well they finally did it
Funny though how Mob's and NPC's can Bleed us till we incap.. we don't get the 1 point stop...
Hmmm.. Yeah, consistency.. Woo hoo !!!! oh, I mean.. D'oh!!!!!!!!
I got poisoned by a quenker the other day and it just ticked my health down to one. Didn't incap at any point.
CaptainKurt wrote:
Funny though how Mob's and NPC's can Bleed us till we incap.. we don't get the 1 point stop...
Hmmm.. Yeah, consistency.. Woo hoo !!!! oh, I mean.. D'oh!!!!!!!!
BabyRancor wrote:I got poisoned by a quenker the other day and it just ticked my health down to one. Didn't incap at any point.
CaptainKurt wrote:Funny though how Mob's and NPC's can Bleed us till we incap.. we don't get the 1 point stop...
Hmmm.. Yeah, consistency.. Woo hoo !!!! oh, I mean.. D'oh!!!!!!!!
I got a 1.5k action bleed off a kunga and it only took me down to 1 action every time it ticked.
Only DOT that kills me are flames or a disease + poison on the same stat.
As was stated, it has been this way for quite some time.
Downside: Cannot bleed something and expect it to die.You must now deliver a final hit that exceeds the damage remaining to kill it.Therefore, if you get incapped by a DBing NPC or creature, the bleed you put on them can no longer save you (i.e., kill them just before they come over and DB you). Same is true of PvP.
Upside: It make using bleeds more predictable and in some waysmoreuseable. Since the bleed itself cannot kill the creature, gone are the days when you got incapped having only gotten a bleed on the creature and had it die before you could get back up, losing all the XP because bleeds do not count towards credit for damage done. Likewise, you can give yourself a safer buffer while kiting the creature, because you do not have to worry about rushing back to get within range just before it dies from the bleed. And if you get too far away, as long as the creature does not despawn on you, there is a chance you can get back and kill it because it will still be there.
It also makes using Rifle bleeds more effective for gaining XP with other weapons. Rifle bleed, peace,and kite till it is down to 1 point of damage, then switch to whatever weapon you want the XP for and go back and kill it. When a pool is bled down to 1 point of damage, ANY non-bleed hit from ANY weapon that is not resisted 100% will kill the creature because even a random pool attack will take at least 1 point of damage from each pool. That means even a normal attack will work. And since bleed damage does not count towards the XP division, only the weapon doing non-bleed damage is credited for the damage done. So all the XP goes to that weapon. Of course, this is true of any bleed type, but we are dealing with rifles here. This helps for gaining Combat XP since grenades give all Combat XP. Bleed the critter to 1 point, then only one hit from the grenade will cause 100% of the XP (actually, 110% since you also get 10% combat XP per kill) will be Combat XP.
As mentioned, gone are the days you bleed something, get incapped by it, and lose XP because it died before you could put any non-bleed damageon it. That also prevented you from getting looting rights. Now if you get incapped by a non-DBing creature, the bleed will only take it down to one point of damage, which means it is still alive when you get up, and you can even one hit kill it with any non-bleed shot, including a normal attack. It also helps you get XP for other weapons easier. Bleed something, go peace, kite it till it is down to 1 point of damage. The bleed damage does not count towards XP for the weapon used, so if you then pull out another weapon and deal the final blow, all the XP goes towards the latter weapon.
It is true that Flame DOTs will still incap, but anyone can stop a flame DOT by going in the water. That does not help when you are not near any bodies of water, but you can stop a flame DOT yourself, while only time or a character with the appropriate medical skills can stop other DOTs.
Also, keep in mind, bleeds and poisons no longer incap, so if you have a bleed and can disengage combat, you can just wait it out. The bleed or poison will eventually go away on its own. It did not used to be that way. So as long as you can disengage combat before they can hit your bleeding pool for more damage than what you have left, you cannot be incapped by the bleed.
It used to be that, if you had a bleed and there was no medic with first aid handy, there was a good chance you would not just get incapped, but might also die. Example: You get incapped and get back up. You get hit with a bleed and get away. But you cannot heal yourself or stop the bleed, so the bleed incaps you again. The incap timer ticks off again, and you get up, but you are still bleeding and the bleed timer ticks off again. So you get incapped a third time. Three incaps in 10 minutes means you die. Hello cloning center.
Now, if you get incapped, pickup a bleed, and get away, all you have to do is sit it out. Eventually, the bleed will go away, and you will be fine. You will just have to heal the associated wounds, but a bleed is no longer a reason for instant panic.
it's been like this for EVERY dot (except perhaps flame?) since the last big patch. or maybe it was the one before..can't remember now.
anyways, it didn't just change the other day -its been like this for weeks.
and actually, if you think about it, it's a good thing in a lot of ways. when i was grinding rifleman i would bleed anything and everything - if i got incapped before i could hit it with a normal shot, it would die and i wouldn't get xp. not chance of that now.
and, i use rifle bleeds to grind other professions (most recently Fencer and TKA) - i luv that the bleeds don't incap, it means i don't have to be so paranoid about ensuring i hit every mob with a non-bleed hit.
now, one thing i hate is that Flame Dots seem to incap every time - this is a real pain in the ass because if you get a big flame dot, and you incap, then you get up, the flame dot is still there, it incaps again, then you get up, flame dot is still there, you incap one more time and it's back to the clone center with you!
bah.
anyways, mind1/mind2 and every other bleed hasn't changed since december - they don't incap, they tick down to 1. ![]()