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Everything posted by Maelwys
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I agree that it's easy to hit the S/L Resistance caps (especially on Tankers); but I've yet to see any builds where they haven't made significant build sacrifices to achieve it. IIRC the path of least resistance is alternating Rune of Protection and MoG; but there's a gap that can only realistically be filled with Melee Hybrid (in which case you're sacrificing Assault Hybrid) and/or the Eye of the Magus Accolade (long recharge time). Some swear by Shadowmeld; but that's got a cast time measured in eons and is +Def not +Res. You can take Tough and then chase Set Bonuses via 5-piece Numina/Mako/Touch of Death/Gladiator's Strike and/or 6x Superior Scrappers Strike ATOs; but that means less Global Recharge (Heals) or Procbombing (Attacks) and/or a very poor ATO2 proc activation rate. I find about 50% (on Scrappers at least) is the sweet spot. Beyond that you start having to make too many offensive sacrifices for my liking.
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Personally the only thing on the Regen side that I like stacking Recharge Debuff resistance for now is MoG. Reconstruction is definitely still in my builds; but since it's now resistable I find myself thinking a bit less of it. Moving the bulk of the +MaxHP from to Ailment Resistance has resulted in Dull Pain Second Wind uptime being much less of an issue than before. Resistance to REGENERATION RATE debuffs is very important though; but Regen gets enough of that by default that it isn't a huge issue and Running Ageless Radial is merely icing on the cake. However on the offensive side of the house... it definitely makes my life easier whenever my attack chain keeps ticking along regardless of the recharge debuffage. My own approach to Regen is Decent Healing/Regeneration Rate -> Capped HP -> Reasonable Defence/Resistance -> High Healing/Regeneration Rate. I don't like "overfocussing" on Resistance or Defense for my solo baseline survivability; as Team buffs and Insps (and the odd power from offensive powersets) commonly shore those up. And I'd also much rather aim for "good enough" survivability and devote the bulk of my build's attention to damage output than make multiple build compromises in order to hit the defense/resistance cap(s) and/or rotate godmode abilities. The above thread shows where my old Katana/Regen landed immediately after i28p2; although they've since been tweaked to get another ~11HP/Sec before Reactive stacks. Scrapper - Kat_Regen IOed.mbd
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Once you've hit your survivability thresholds and a 95% Hit Rate vs whatever you're fighting; the name of the game is generally maximum damage output. (With an honourable mention to Global Recharge...) 😜 + Musculature Core Alpha (Radial can help a bit if your recovery is on the red line) is the typical one. Vigor Core can sometimes be helpful on Brutes as it gives Accuracy (helpful vs +3s/+4s) and Endurance Reduction (additional sustain) and Healing (extra Passive Regeneration)... but most efficient builds can hit the thresholds without it. + Judgement doesn't really matter. PBAoEs tend to be easier to one-click though e.g. Mighty or Void. + Reactive Radial Interface. Degenerative is more useful vs AVs and GMs but not your typical farm fodder. + Banished Pantheon Radial Lore. The Defiler is untouchable and contributes damage and survivability and an extra 17 foes worth of aggro cap. + Ageless Destiny (Primarily for Global Recharge to get your single big AoE up more regularly; but the +Recovery helps to keep you ticking too) + Assault Radial Hybrid (Core is useful for Scrappers that don't combine red insps, Radial all the way for Brutes) -
Dark Pit on a Corruptor inflicts a Mag2 Stun with a Base Duration of 8.94 seconds and a recharge time of 60s. Slotting a full Absolute Amazement set into it will get the Stun duration to a 18.05 seconds (regular unboosted) and 18.54s (if they're boosted to +5) https://cod.uberguy.net./html/power.html?power=corruptor_ranged.dark_blast.dark_pit&at=corruptor The Absolute Amazement Proc inflicts -7.5% ToHit (resistable) for 10 seconds; at an activation rate of 4.5PPM https://cod.uberguy.net./html/power.html?power=boosts.crafted_absolute_amazement_f.crafted_absolute_amazement_f&at=corruptor So if you're putting the entire +5-boosted "Absolute Amazement" IO set into Dark Pit; you can expect: + Inflict a Mag 2 Stun with a duration of 18.54s (vs even-level enemies) + Capped Hit Chance vs +1 enemies (can become capped vs higher level foes with more Global Accuracy + ToHit buffs etc) + A Recharge time of 28.93s (this can be made lower with more Global Recharge + Hasten etc. getting it down to ~15s is often viable) + A chance to inflict -7.5 ToHit (vs even level foes) for 10s. At 4.5PPM with the above slotting this will have a 72.6154% activation rate. Personally... I skip it. Dark Blast is one of those powersets that only has about 5 powers that (to me) are worth taking. I will sometimes take the T1 Dark Blast. But Dark Pit, Night Fall and Torrent for me are always firm skips. ...and that's not a bad thing, because it give me lots of options for pool/epic/patron powers etc. (On Sentinels it's a different story but Dark Blast there might as well be a completely new powerset!)
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I linked the appropriate post for RT slotting above, but: (Dam, Dam/Rech, Proc, Heal/Rech HO, Heal/Rech, Acc/Heal) You can keep the (two) Imperium IOs if you like, but they're just providing a smidge of Psi resistance. Very low hanging fruit to free up slots.
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That one indeed looks a lot better. Beta Decay is a base -5.625% ToHit debuff. You can get it up to ~9-10% via slotting but Rad Armor doesn't get any other sources of -ToHit Debuff or +Defense Buff to stack with it; so it's one of the more common places to save enhancement slots. I'd still recommending tweaking the slotting in Radiation Therapy though - as it looks like the build you posted predates the i28p2 changes. If you want some tweaking wiggle room then I can see five slots that you could free up easily enough: Remove all the additional slots from Fallout Shelter, then take the Steadfast Unique out of Proton Armor and stick it in the base slot. And remove the Impervium Armor IO from Tough. "Shadow Meld" is a pretty good situational survivability tool but you could change the Soul Mastery Pool to Mu Mastery and swap "Moonbeam" for "Zapp" if you want more AoE (e.g. Ball Lightning).
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Sometimes you just want to watch the world burn on three different screens simultaneously. Albeit out of the corner of your eye, because you're also trying to catch up on a Netflix show. Bonus points if you then turn around and list everything for 1 inf, because there's ebil and then there's EBIL... 🙊
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It's DEFINITELY NOT "good" as-is I'm afraid. Don't use full sets in either of these. You want them up as often as possible and Procced; so Frankenslot them. Beta Decay does not need Taunt Duration. It wants -ToHit; and if you've nowhere better to put it then also an Achilles Heel -res proc. The Theft of Essence +End proc can be useful here; but the rest of the set is doing very little for you. Radiation Therapy has seen multiple tweaks recently and there are apparently more to come SOON(tm) but currently this is it optimised: There are many other inefficiencies in that build; notably no Panacea Proc anywhere and a lack of FF Procs in Vicious Slash. Super Jump is slotted with a Springfoot End/Jump instead of a Winter's Gift: Slow Resistance; and Stamina has neither a Power Transfer nor a Performance Shifter Proc. Also Spring Attack is apparently just being used as a Set Bonus Mule and there are better Epic Pool choices than just picking up Energy Mastery for Physical Perfection (containing Synapse's Shock: Runspeed...??) But by far the worst, IMO is this: PLEASE DO NOT DO THAT. The Scrapper ATO2 proc is a rather complex beast; but putting it into one of your fastest-base-recharge attacks and then ED-capping that attack's recharge aspect?!? This Proc provides by far the largest damage increase a Scrapper can get; so you do NOT want to treat it as a mere +10% Global Recharge set bonus. Stick it into either Vicious Slash or Rending Flurry and then don't slot any additional local recharge aspect into the attack at all. Finally: take Hasten. Rad Armor and Savage Melee both have very good AoE attacks (Ground Zero and Savage Leap) that greatly benefit from global recharge. And it's handy for Particle Shielding too (which ideally should be ED capped for both Healing and Recharge!) To be fair; the build is hitting the 75% cap to S/L and Toxic damage resistance. But unfortunately that's about the only silver lining I can locate. Whoever put it together seems to have fallen into the common trap of believing that "six slotting full IO sets is always best" - whenever in most cases you instead want to focus on a few specific set bonuses (+Recharge, +Accuracy, sometimes +Defence/+Resistance/+MaxHP) and ED-cap specific aspects of your powers; then start placing procs. And on Scrappers; proper ATO2 proc placement is a biggie.
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If you can cope with being mezzed occasionally until level 50 (Clarion Destiny)? The Blaster. If not? The Sentinel. Leaving aside the whole "bad knockback" issue... almost any Corruptor can be a very effective teammate; but IMO those two powersets don't have a huge amount of synergy (FF's Repulsion Field tends to be best at knocking things DOWN and Force Bomb's PBAoE -Res and FF Proc activations doesn't like Scatter. So unless you slot Explosive Blast and Nova with KB>KD you'll likely end up clashing with yourself). Energy Blast also doesn't have any rain/patch powers to best leverage Scourge. You'll also end up effectively locked into either the Energy Mastery Epic Pool or the Soul Mastery Patron Pool (for Power Boost/Build Up) which may or may not mesh with your theme.
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Try this one. It's now got capped Hit Chance in all the AoEs. Vengeance was doing nothing for you as you'd already got 5x LoTGs elsewhere. The slotting in Radioactive Smash can be changed back to 5x Hecatombs and a FF +Rech if you're happy to double your incoming damage (which realistically should be fine with Healing Flames + Consume usage)... if you do so, the Kismet in Combat Jumping becomes superfluous and can be moved into Blazing Aura (proc). If you want a smidge more mitigation you can take the Recharge IO out of Fusion and/or the Miracle IO out of Health (since you'll be chaining Ageless!) and stick an Unbreakable Guard +MaxHP in Fire Shield and/or a Level 50+5 Health IO in Consume. 2025 Farm Brute v2.0.mbd -
Inquiring about criticals and related unique IOs
Maelwys replied to EnjoyTheJourney's topic in Scrapper
I find that as long as I can plan my Scrapper's attack chains out properly first (e.g. putting the ATO2 proc in the right place and ensuring that the follow up attacks are optimized!) then whenever I want to go full-tilt it's just a case of me following that pre-planned attack chain and queueing up the next attack in the sequence before the previous one finishes animating. That way there's no discernable lag (other than Arcanatime; which we calculate for!) and everything flows neatly. Many Scrappers end up with a very straightforward single target attack chain. My Energy Melee's chain is always Total Focus > Energy Transfer > Bonesmasher > Moonbeam > Energy Transfer > Bonesmasher (with the ATO2 Proc in Energy Transfer) regardless of whether Total Focus crits (which makes the second Energy Transfer "fast"). My Katana's chain is always Gambler's Cut > Golden Dragonfly > Gambler's Cut > Soaring Dragon (with the ATO2 Proc in Gambler's Cut) unless I need to work Divine Avalanche in for additional mitigation. I find falling into the rhythm of it becomes second nature whenever I'm focussing down anything substantial. Against a big pack of mooks rather than an AV; positioning and target switching counts for a lot more... but on teams it's rare that anything survives a Blaster Nuke + IME tagging things ahead of time with a PBAoE that has Fury of the Gladiator and/or Achilles Heel attached to it is often the best I can hope for (Judgement Nukes notwithstanding!) 😛 -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
The Elec/Elec looks OK, but IMO you should swap the 4th slot in Ball Lightning for an Acc/Dam/EndRed and +5 it. As-is, it's considerably underslotted for Accuracy. Also Lightning Rod doesn't proc well- it's an Entity Creation not a Power Execution on everything except for Tankers. Thunder Strike on the other hand Procs magnificently. The Fire/Rad has Fusion enabled which is throwing your numbers off. Electrifying Fences, Ball Lightning and Atom Smasher are all coming in at ~70.15% Hit Rate vs +3s. "Burn" is also going to struggle to hit anything with the procs that are in it (remember Pseudopets only benefit from Global Accuracy and Kismet on their very first tick!) End consumption indeed looks iffy at first glance, but you're running Ageless so realistically should have no issues there. You will however have issues hitting anything over even-level unless you're popping yellow insps constantly. -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Click on the white dropdown menu at the very top of Mids (labelled "Enemy Relative Level: Default" in your screenshot) and pick "Enemy Relative Level: +3". Now click on an attack and look over on the far left of the screen. Where it says "Accuracy: X% (Y%)" the "Y%" is the Base Hit Rate of the attack and the "X%" is its currently predicted Hit Rate (after taking into account your Accuracy slotting and active buffs + set bonuses!). You want the first figure to be 95% or higher; as it "caps" at 95%. Screenshots are fine for a quick overview, but the easiest thing to do is just drag your saved Mids build file onto your forum post. It'll attach the file to your post so that other people can download + open it. -
Ice Patch is PBAoE Knockdown. It's useful, but it's not going to increase your ranged damage output at all. Frozen Aura is a high damage PBAoE attack masquerading as a CC. Sleeps have gotten a little better recently but a Mag3 non-deep one is at best going to momentarily mez LTs until your Blizzard or Ice Storm ticks wake them up. Shiver is decent and can consistently make a spawn hit the -movement speed cap from a good distance away... but if you're after a melee keepaway ability, IMO you'd be considerably better off just taking Bonfire and not slotting it for KB>KD.
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FWIW Storm and Dark Miasma are the other ones that springs to mind. Freezing Rain is essentially Sleet but with -40% base res instead of -30%. Tar Patch is essentially Sleet without the damage/knockback. Since they all have a 60s base recharge time and a 15s+30s=~45s duration, you can get two copies out reasonably easily and three at a push (so -60%-90% res for Darks, -80%-120% res for Stormies and -90%-120% for ColdDoms). But it takes a while to layer it all up. Poison spits its maximum level of debuffery out in seconds.
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Right, have just spent a few minutes in PI stress testing various Soothing Wave binds/macros. I positioned a targeted teammate directly behind me before attempting each of the below: (i) MACRO with both "face" and "powexec" commands in a single line macro HEAL "face$$powexec_name soothing wave" --> Both commands fire simultaneously. When clicking the macro you will turn and face the target and simultaneously fire off Soothing Wave. --> Sometimes the heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (ii) REGULAR KEYBIND with both "face" and "powexec" commands in a single line bind z "face$$powexec_name soothing wave" --> Both commands fire simultaneously. When pressing the key you will turn and face the target and simultaneously fire off Soothing Wave. --> Sometimes the heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (iii) KEYUP/KEYDOWN KEYBIND with both "face" and "powexec" commands in a single line bind x "+$$face$$powexec_name soothing wave" --> Both commands fire simultaneously. When you press the key down you will turn and face the target and simultaneously fire off Soothing Wave; and then when you relesae the key again it will turn and face the target and simultaneously fire off Soothing Wave AGAIN. (although it's highly likely that Soothing Wave won't have fully recharged in the split second it takes you to release the key; so you'll just queue it up again and it'll end up with a red circle around it!) --> Sometimes the first heal will actually affect the target; but often it won't (I imagine this is to do with server ticks and ATBE) so at best this is unreliable. (iv) REGULAR ROTATING KEYBIND with "face" on one keypress then "powexec" on the next keypress [c:\Games\coh\binds\hc\marine_face.txt] NUMPAD0 "face$$bind_load_file_silent c:\Games\coh\binds\hc\marine_heal.txt" [c:\Games\coh\binds\hc\marine_heal.txt] NUMPAD0 "powexec_name soothing wave$$bind_load_file_silent c:\Games\coh\binds\hc\marine_face.txt" --> You always FACE on the first keypress and activate the power on the second keypress. --> The heal will always affect the target. Extremely reliable but needs two keypresses. (v) KEYUP/KEYDOWN ROTATING KEYBIND with "face" on keydown then "powexec" on keyup [c:\Games\coh\binds\hc\marine_key1.txt] NUMPADENTER "+$$face$$bind_load_file_silent c:\Games\coh\binds\hc\marine_key2.txt" [c:\Games\coh\binds\hc\marine_key2.txt] NUMPADENTER "+$$powexec_name soothing wave$$bind_load_file_silent c:\Games\coh\binds\hc\marine_key1.txt" --> You always FACE when you press the key down and then activate the power upon releasing the key. --> The heal will almost always affect the target. Extremely reliable and just needs a single keypress. The issue with (iv) and (v) is that sometimes the bind execution order can get out of synch - and that's particularly troublesome on (v) because it'll start activating the power on keydown then facing the target on keyup! So you'll likely need to "reset" things by performing bind_load_file_silent c:\Games\coh\binds\hc\marine_key1.txt every now and again (I typically append this to my travel power activation keybind). I've also found that very occasionally in areas of major lag (like Mothership Raids) if I press and release a key too quickly then a power might not end up being activated properly; which is why I tend to use a regular rotating "double-tap" bind for allied heals instead of relying on a keyup/keydown bind... but for regular gameplay it'll be perfectly fine. As an aside... for keyup/keydown keybinds if you just use "+$$" at the beginning then currently it should work as expected on HC. However in the past it's been a bit temperamental from patch to patch. You can also use "+down$$-down$$" (the "+down" gets cancelled out by the "-down"; so nothing untoward happens!) - - - - - - - - - - Finally... if you really hate keybind files then there is an alternative option: append "$$face" after your teammate targeting binds. e.g: /bind numpad1 "team_select 1$$face" /bind numpad2 "team_select 2$$face" /bind numpad3 "team_select 3$$face" /bind numpad4 "team_select 4$$face" /bind numpad5 "team_select 5$$face" /bind numpad6 "team_select 6$$face" /bind numpad7 "team_select 7$$face" /bind numpad8 "team_select 8$$face" That way you can press a button to SELECT AND FACE a particular team member; then press another button to reliably heal them. You can do something similar for cycling between non-teammate allies e.g. "target_friend_next$$face" (The problem with this setup is that occasionally you may need to target things manually with the mouse!)
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Prefacing a bind with + makes the entire bind activate on both keypress and keyrelease. If you stick multiple power activations in the same bind (like "+$$powexec_name mystic flight$$powexec_name translocation") then yes it'll only trigger one of those powers at a time, because CoH can't trigger two powers simultaneously, so the rightmost power call supercedes the rest. However "Face" is a movement command. It doesn't clash with "powexec", meaning that each time you activate the bind you will both simultaneously face the target and trigger the power. I'll admit the last time I personally poked at this was prior to i28p2... but on my /Marine MMs often a Henchmen is too far off to the side or directly behind me. And I found that if I tried to call both "face" and "powexec_name soothing wave" simultaneously then it would appear as though I faced them and then triggered the heal, but they were not actually being hit by that heal according to the combat log (and their HP bar didn't move). However whenever I called "face" FIRST the target always got successfully healed. Personally I prefer double tapping a button (rather than triggering different functions on keypress/keyrelease) for important functions like heals as it gives me more leeway for server lag, but either should work in practice.
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Mids Reborn for Windows 7? Or Online?
Maelwys replied to Ultimo's topic in Tools, Utilities & Downloads
IIRC the last supported version of the .NET Framework on Win7 was 4.8 https://support.microsoft.com/en-gb/topic/microsoft-net-framework-4-8-offline-installer-for-windows-9d23f658-3b97-68ab-d013-aa3c3e7495e0 AFAIK most of Mids Reborn functionality uses the v4.8 framework plus .Net 8 Desktop. You might be able to get a working copy cobbled together as long as you don't mind not being able to take database updates. Maybe as a first step try installing the above framework, then downloading https://updates.midsreborn.com/full_updates/mids_3.7.14.3%2Bdb_25.6.1082.zip and extract it + see if it opens. If it doesn't work then you'll need an older version of Mids which can run on the older Win7 compatible .Net 6 Desktop instead of .Net 8 Desktop (looks like the last version using that older code was Mids Reborn v3.7.5.31). Providing you can get a reasonably recent copy of the app to open, then all you should need is the current copy of the Homecoming database to manually download into the right subfolder. EDIT: Looks like there's still an older copy of the main program available at https://github.com/LoadedCamel/MidsReborn/releases/tag/3.7.4.8 if the above doesn't work, which might at least get you going on Win7 (assuming you have the DotNet 6 desktop installed!) and should be able to patch itself up as far as v3.7.5.31. After that you'll likely want to ignore program updates but manually replace the database with an updated version from https://updates.midsreborn.com/full_updates/hcdb/ (back up the original contents of your \Data\Homecoming subfolder first!!) -
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Soothing Wave needs you to face the target BEFORE activating the power. If you simply include both "face" and "powexec_name Soothing Wave" in the same single-line bind/macro then the game engine will simultaneously activate Soothing Wave in whatever direction you're currently facing and THEN you'll turn to face your target. So quite often its heal won't affect them. What you want instead is a rotating bind that triggers "face" whenever you hold down a key, then triggers "powexec_name Soothing Wave" whenever you release that same key.
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I was wondering what the "Wet" condition in the Water Blast set does?
Maelwys replied to ConcreteDragon's topic in Defender
Very little. It's a mostly unused mechanic. Essentially at one point the Devs had big plans for it... but they never amounted to anything and/or got reverted. However the effect itself stayed in place and for a long time was completely unused. Recently in i28p2 "Dehydrate" from the Water Blast set got tweaked to deal a bit more damage to wet targets... but AFAIK that's the only thing it actually works with currently.- 2 replies
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You might be waiting a while for a reply since @Croax was apparently last active on the forums on 3rd May 2023. IMO Regen is better now than it used to be on all ATs. However on Stalkers the addition of +Recovery to Fast Healing alone would bump it up from D tier IMO. Reactive Regeneration is awesome; but it's operating on Stalker's low MaxHP pool. And outside of MoG the set still hasn't got very much going for it in terms of Resistance or Defense (you can reach about 50% Res to S/L with Tough; but pushing higher requires hefty build compromises) so by the original list logic the updated version would likely only be B tier at most. However... it synergises greatly with the primaries that have +Def-buffing powers (Ninja Blade, Broadsword, Staff) and even on the other powersets you can nab Rune of Protection and/or keep Melee Core Hybrid handy (and maybe think about taking Shadow Meld) if you want maximum mitigation.
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True. But my point is that the current additional critical hit damage Haemorrhage deals is still extremely high. It deals the same as a T9 attack (Headsplitter) and notably more than a Snipe (Moonbeam clocks in at a maximum of ~127.9 base; compared to Haemorrhages' ~144.6) And it adds an Assassin's Focus stack. And it consumes Blood Frenzy Stacks for more damage (AS>H>MS>S means Haemorrhage activates with 4 Blood Frenzy Stacks; so you're never getting locked out!) And because it has a substantially reduced recharge time; it also gets to activate after EVERY Assassin's Strike; so there is no danger of the Stalker's Guile proc lockout period getting out of synch and causing your autocrit to kick in on a different less-effective attack. Haemorrhage's regular DPA is however pretty bad, which is why IMO it's only normally viable in a Stalker's regular attack chain. Stalkers gain one extra predictable crit from Hidden via their ATO1 proc (and get more at-will via Placate) every 10 seconds. That's time gated, not animation gated so DPA has little impact on it. On Stalkers you can therefore put a viable chain together where Haemorrhage is used after every AS, or where it's used after one AS and a Snipe is used after the next AS. I know of some players who won't don't include it in their normal attack chain at all but will still manually activate it after they enter a hidden state; because its additional crit damage is still that good. IME one of the more optimal chains on a SM Stalker is to just cycle AS, Hemorrhage, Maiming Slash and Shred. Technically using a Snipe will give more raw damage, but working Shred in opens up Achilles' Heel proc opportunities (which raises average damage over time) and using Hemorrhage after each AS makes the autocrits more consistent. Some sample chains from my Savage/Psi are below: In addition to this, on Stalkers you don't have the issue of getting 5 Blood Frenzy Stacks (automatic lockout!) whenever you activate your "damage buff" clicky. ...all of which is why I consider Savage Melee best on Stalkers by a country mile.
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It's still extremely high. 144.5904 base, inflicted as a spike rather than as a DoT. https://cod.uberguy.net./html/power.html?power=stalker_melee.savage_melee.hemorrhage&at=stalker For comparison that's exactly the same as Broadsword's Headsplitter gains from a stealth crit (but with a 100% chance for activation instead of 50%!)