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.
| ID | Variant | Damage per second | Duration | Build-up (per hit / drain) | Used by |
|---|---|---|---|---|---|
| 10001 | Bleed | (25% × A + 5) × 100/(100+R) | 8 s | instant | Viola: aimed shots with red bullets (3 moves); Viola's "Brutality" crits in the Abnormal state |
| 10034 | Bleed 10 s | (10% × A + 5) × 100/(100+R) | 10 s | +20% / −7% per s, no delay | Viola: red-bullet martial skill (light/heavy) and charged shots (26 move rows) |
| 10035 | Bleed 15 s | as 10034 | 15 s | +20% / −7% | replaces 10034 with "Condemn" level 1 |
| 10036 | Bleed 20 s | as 10034 | 20 s | +20% / −7% | replaces 10034 with "Condemn" level 2 |
| 10071 | Bleed (Huge Fang) | 40 × 100/(100+R) | 15 s | +49% / −7%, 0.2 s delay | Huge Fang (30004, 30013) |
| 10030 | Bleed (slow build-up) | (10% × A + 5) × 100/(100+R) | 8 s | +17% / −7% | unused |
| 10011 | Damage over time (no visuals) | (50% × A + 10) × 100/(100+R) | 15 s | +30% / −7% | unused, hidden icon |
| 10086 | Side effect: Bleed | 1.5% of your base max HP | 30 s | instant | Elixir of Epiphany (20024) |
| 10087 | Side effect: Bleed+ | 1.5% of your base max HP | 60 s | instant | Blessed Elixir of Epiphany (21024, 72118) |
| 10107 | Bleed (Handel) | 0.3% of his base max HP | rest of fight | instant | Handel, 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#
| Talent | Hero | Effect on bleed |
|---|---|---|
| Condemn (12208) | Viola | Changes the 10034 bleed into 10035 (15 s) / 10036 (20 s). It does not lengthen the 8 s aimed-shot bleed. |
| Bloody (12203) | Viola | Multiplies 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) | Viola | In 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 Effect | every hero has a version | Also apply to the Elixir of Epiphany's side-effect bleed (see below). |
See Viola talent tree.
Related effects#
- 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 (
SanHitEnergyRecoveryDelayRate500, 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
ItemStatusValueAddbonus 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 withStatusId1/2= 10001 (aimed shots, red) and 10034 (martial skill and charged shots, red);es_weapondata.luaitems 30004, 30013 (StatusId110071);es_itemdata.luaitems 20024, 21024, 72118.ES_HeroTalent12203 (type 96StatusBloodCritRateAdd, 200), 12208 (type 95StatusChange, 10034 +1/level), 12410 (type 66SanCritStatusRate, 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_HeroTalenttypes 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.lua10064/10065 (IsDebuffer0);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_HeroTalent12410 (StoneLevel"4" = one level;ValueAdd100 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 needsIsHeroSanNotNormal, direct hits only);es_statusdata.lua10001-10107 (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).