Bleed Rounds — core¶
Bleed Rounds adds independently stacking bleed to direct weapon hits.
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:9 · Aliases: Serrated Payload, SerratedPayload
Behaviour and interactions¶
Each accepted weapon trigger/target adds 15% + 5% × (rank − 1) of direct damage as bleed over 3 seconds. Pellets are aggregated per target/trigger. Bleed remains owned secondary damage and does not recursively launch offensive procs. Enables Bleed Burst.
Tier: Uncommon · Categories: Weapons
Restriction: One contribution per accepted trigger/target; contributions add; no offensive chains.
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=.15+.05*q;v.Duration=3;break; // direct shot 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.