Bleed Burst — core¶
Bleed Burst releases owned remaining bleed on primary kills.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:25 · Aliases: CrimsonCascade
Behaviour and interactions¶
Requires Bleed Rounds (internal SerratedPayload). Releases 50% × rank of remaining owned bleed, bounded by [1 + 0.50 × (rank − 1)] times applied killing-hit damage, in 3 + 0.30 × log2(rank) metres. Cover blocks, overkill is excluded and secondary kills do not recurse.
Tier: Legendary · Categories: Weapons
Restriction: Requires Serrated Payload; owned bleed only; cover blocks; preserve ultimate provenance.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=.50*n;v.Secondary=1+.50*q;v.Radius=3+.30*h;break; // remaining bleed release / applied killing budget fraction
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.