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Bleed is a status effect that deals physical damage every second. It is unusual among damaging statuses: in the game's data no ordinary enemy inflicts it. The variants are used by Viola's red special bullets and aimed shots, the Huge Fang throwable, the Elixir of Epiphany (as a side effect on yourself), and Handel, who bleeds himself in his last phase.

Variants#

All variants share family 101, so they replace one another (see Status effects#Families and replacement). Damage per second uses the DoT formula: A is the attacker's physical damage and R the target's base physical resistance.

IDVariantDamage per secondDurationBuild-up (per hit / drain)Used by
10001Bleed(25% × A + 5) × 100/(100+R)8 sinstantViola: aimed shots with red bullets (3 moves); Viola's "Brutality" crits in the Abnormal state
10034Bleed 10 s(10% × A + 5) × 100/(100+R)10 s+20% / −7% per s, no delayViola: red-bullet martial skill (light/heavy) and charged shots (26 move rows)
10035Bleed 15 sas 1003415 s+20% / −7%replaces 10034 with "Condemn" level 1
10036Bleed 20 sas 1003420 s+20% / −7%replaces 10034 with "Condemn" level 2
10071Bleed (Huge Fang)40 × 100/(100+R)15 s+49% / −7%, 0.2 s delayHuge Fang (30004, 30013)
10030Bleed (slow build-up)(10% × A + 5) × 100/(100+R)8 s+17% / −7%unused
10011Damage over time (no visuals)(50% × A + 10) × 100/(100+R)15 s+30% / −7%unused, hidden icon
10086Side effect: Bleed1.5% of your base max HP30 sinstantElixir of Epiphany (20024)
10087Side effect: Bleed+1.5% of your base max HP60 sinstantBlessed Elixir of Epiphany (21024, 72118)
10107Bleed (Handel)0.3% of his base max HPrest of fightinstantHandel, on himself

Worked example (illustrative numbers): Viola with 300 physical damage against an enemy with 158 physical resistance (a typical level-30 enemy in the stat tables).

  • Red-bullet bleed: (30 + 5) × 100/258 = 13.6, rounded up to 14 per second, about 11 ticks, so roughly 150 in total.
  • Aimed-shot bleed: (75 + 5) × 100/258 = 31.01, rounded up to 32 per second, about 9 ticks, so roughly 290.

How it is applied#

  • Viola's red bullets (10034) need about 6 hits within 2.9 s. Five hits give exactly 100%, which only counts if they all land at once, because the gauge starts draining immediately (no delay). Multi-pellet shots that hit together help.
  • Aimed shots (10001) and Brutality crits are instant.
  • Huge Fang needs 3 throws within about 6.9 s. Two throws reach 98% and fall just short.
  • Elixir of Epiphany applies its bleed to you together with its attack buff (Strong Attack, 10064/10065).

Talents#

TalentHeroEffect on bleed
Condemn (12208)ViolaChanges the 10034 bleed into 10035 (15 s) / 10036 (20 s). It does not lengthen the 8 s aimed-shot bleed.
Bloody (12203)ViolaMultiplies her crit rate by 1.2 (value 200 = +20% of the rate, not +20 points) while the target has an active (not just building) bleed of type 10001, 10030, 10034, 10035 or 10036 (BloodIdList).
Brutality (12410)ViolaIn the Abnormal state (sanity 70% or lower, Lunatic included), each critical hit has a 20% chance (value 200) to apply instant bleed 10001. The talent has a single level, so the chance stays 20%.
Prolonged Duration / Improved Effectevery hero has a versionAlso apply to the Elixir of Epiphany's side-effect bleed (see below).

See Viola talent tree.

  • Wounded (Viola, Abnormal) (10004, its own family 104): while Viola's sanity is not normal (the Abnormal state at 70% or lower, and the Lunatic state), every direct hit she takes applies 1% of her base max HP per second for 5 s. It is not flagged as a debuff, so Sour Conifer Leaf does not remove it and debuff immunity does not stop it. While it is active, her stamina-recovery time stat is also halved (SanHitEnergyRecoveryDelayRate 500, applied only while she has this status), so the lock-out after stamina hits 0 lasts 5 s instead of 0 s (see Viola). The talent "Adapt to Abnormality: Stamina" calls this state "Bleeding".

Hidden mechanics#

  • Bloody ignores half the bleeds. It checks a hard-coded list (BloodIdList) that does not include the Huge Fang bleed (10071), the side-effect bleeds or Handel's bleed. A Huge Fang bleed does not raise Viola's crit rate.
  • Two different bleeds cancel each other. An aimed shot (10001) on an enemy bleeding from red bullets (10034) ends that bleed and starts a fresh 8 s one, and the reverse is also true (Status effects#Families and replacement). A red-bullet hit on a target bleeding from an aimed shot removes the active bleed and leaves only a 20% gauge.
  • The side-effect bleed cannot kill you. Rows 10086/10087 have NotDeath, so the ticks stop at 1 HP.
  • Your own talents make the side effect worse. Elixir of Epiphany (20024, 21024) is on the item lists of "Prolonged Duration" and "Improved Effect", so the self-bleed lasts longer and hits harder (levels per hero: Buffs). The ItemStatusValueAdd bonus multiplies Param5, so at +30% the tick is 1.95% of base max HP instead of 1.5%.
  • Dodge the side effect entirely. The self-bleed (10086/10087) is blocked by the debuff immunity of Slightly Sweet Roots, but the Epiphany attack buff (10064/10065) is not. The recipe is in Status effects.
  • Handel's frenzy bleed (10107) starts when he enters his rampage phase together with Dying Frenzy (10108), and drains 0.3% of his HP per second until the fight ends.
  • Bleed ignores physical buffs and debuffs. Its damage uses base physical resistance, so Corrosion on the target does not change bleed ticks.

Sources#

  • reference/lua_src/gamedata/structdata/exportdata/es_statusdata.lua: rows 10001 (line 9), 10011, 10030, 10034 (line 1362), 10035, 10036, 10071 (line 2879), 10086 (line 3494), 10087, 10107 (line 4355), 10004 (line 132).
  • es_skilldata.lua: hero 10002 skill rows with StatusId1/2 = 10001 (aimed shots, red) and 10034 (martial skill and charged shots, red); es_weapondata.lua items 30004, 30013 (StatusId1 10071); es_itemdata.lua items 20024, 21024, 72118.
  • ES_HeroTalent 12203 (type 96 StatusBloodCritRateAdd, 200), 12208 (type 95 StatusChange, 10034 +1/level), 12410 (type 66 SanCritStatusRate, 200), 11302/11305 (item lists include 20024/21024).
  • reference/lua_src/luascript/structdata/ms_statusdata.lua:52-58 (BloodIdList); logic/playervalue/animalbase_value.lua:2440-2441 (Bloody), :2474-2482 (Brutality), :428-433 (Wounded stamina); logic/player/animalbase.lua:5383-5393, :7505-7527 (StatusChange), :7596-7612 (Wounded), :5489-5490 (NotDeath); logic/player/hero20053.lua:349-360 (Handel).
  • ES_HeroTalent types 42/48 per hero: 11302/11305, 12302/12305, 13302/13305 (3 levels × 100), 14302 (2 levels), 15302 (2 levels), 17302 (1 level × 150), 17304 (2 levels × 150); es_statusdata.lua 10064/10065 (IsDebuffer 0); logic/player/animalbase.lua:5270-5272, 6628-6634.
  • reference/lua_src/gamedata/playerdefine/hero10002_define.lua:82-85, hero20053_define.lua:53-57.
  • Status-group pass: ES_HeroTalent 12410 (StoneLevel "4" = one level; ValueAdd 100 unused), 11302-17304 (StoneLevel: levels per hero); logic/playervalue/animalbase_value.lua:430-433 (Wounded halves the recovery-time stat, gated on status 10004), logic/player/animalbase.lua:7596-7612 (Wounded needs IsHeroSanNotNormal, direct hits only); es_statusdata.lua 10001-10107 (all numbers in the variant table re-checked).
  • Example enemy stats: build/wiki/data/combat/enemy_stats.json (story monster 1001 level 30: physical resistance 158).
Categories:Status effects