Difference between revisions of "Bleeder"

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imported>Isadora
(Cleanup, cut some fluff, added some extra tips and some notes on bleeder and other mutations' synergy.)
imported>Isadora
(Altered introduction to better reflect the mutation's main point. Removed double spacing after periods (heavily outdated style). Removed unnecessary message descriptions. Pared down synergy section to facts. Added more info on mechanics.)
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The Bleeder [[mutations|mutation]] allows a player to injure themselves for combat bonuses. It is mutually exclusive with [[Zombie (mutation)|Zombie]] and [[Superclot]].
The Bleeder [[mutations|mutation]] gives the ability to trade health for combat buffs. It is mutually exclusive with [[Zombie (mutation)|Zombie]] and [[Superclot]].


== Location ==
== Location ==
The Bleeder mutation is hidden somewhere within [[St. God's Memorial Hospital]] in [[Slagtown]]. It is easy to acquire as it is unguarded, just be careful where you go once you find it...
The Bleeder mutation is hidden somewhere within [[St. God's Memorial Hospital]] in [[Slagtown]]. It's unguarded, just be careful where you go once you find it...


== Effects ==
== Effects ==
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This mutation grants:
This mutation grants:
     The ability to {{cmd|Rend}}
     The ability to {{cmd|Rend}}
     The Frenzy buff when bleeding
     The [[Drugs|Frenzy]] buff when bleeding
     Stress loss/gain depending on whether you are covered in blood or not
     Stress loss/gain depending on whether you are covered in blood or not
     Immunity to passing out from blood loss
     Immunity to passing out from blood loss
   
== Message upon receiving ==
[ You've just received some new commands. ]<br>[ rend : Tear bloody gashes all over your body. ]<br>Player's body twists and shudders, and something writhes under their skin, crawling through the tissues and subtly altering them.<br>[ You've developed the 'bleeder' mutation! ]<br>[ Your clone has been updated! All skills and experience saved. ]


== Advantages ==
== Advantages ==
Entering a frenzy will grant you up to +4 Brawn and +4 Senses raising your combat abilities greatly and on command. Frenzy effects reduce your chance of being feinted.  You will also lose stress at a rate of -10 when covered in blood, and will never pass out from blood loss.
* Can {{cmd|rend}} on demand, which self-inflicts a bleeding wound.
* Receive buffs from actively bleeding wounds: up to +4 [[Brawn]] and [[Senses]] as well as some resistance to feints.
* -10 stress per heartbeat when covered in blood.
* 100% resistance to KO from blood loss.


== Disadvantages ==
== Disadvantages ==
Though you will never pass out from blood loss, you absolutely can still bleed to death. You'll also gain stress when you aren't covered in blood, which often comes up if you've just recloned or are fighting mobs with dangerous blood. Having blood on you reduces your climb skill, so you'll need to either increase your climb skill to compensate or carry a towel and destressing materials. You also cannot take [[Zombie (mutation)|Zombie]] or [[Superclot]].
* Trading health for buffs is a serious trade-off that may sometimes cause [[death]].
* Passive stress gain whenever not covered in blood. On the other hand, being bloody debuffs [[climb]], which may cause hiccups with mobility.
* Cannot take [[Zombie_(mutation)|Zombie]] or [[Superclot]].
* Being frenzied heavily debuffs [[medic]], making it more difficult to patch up bleeding wounds and heal. This can be countered with makeshift bandages, which cleanse bleeding and require no medic skill.
* Unintentional bleeding wounds can debuff various skills, such as [[focus]], at inconvenient times.


Don't forget that being in a frenzy debuffs your medic by a bunch, so you might end up bleeding to death without the skill to use a suture kit and save yourself. There is counterplay to this: nanites can give you an emergency burst of health if your build can use them, and rolls of makeshift bandages will stop bleeding just as well as a suture kit, though they take a little longer to use. Both of these items require little to no medic skill to use, and can still be applied into the negative double digits of medic skill. Finally, simply lying down ({{cmd|lie}}) reduces how much damage you take from blood loss every heartbeat.
== Mechanics ==
Bleeder's workings are not immediately obvious. Here are some explanations.


Apparently, the [[Frenzy]] effect does not stack with the frenzy gained from {{cmd|scare}} as a [[Hideous Freak]].
=== Frenzy from Bleeding ===
All bleeding wounds will cause frenzy with Bleeder. This mechanic works as follows:
* The strength of the frenzy scales with the bleed's magnitude. A -1 health bleed will give +1 frenzy every heartbeat, and thus +1/+1 Brawn/Senses. A -4 bleed will jump straight to +4/+4, which is the cap.
** If you want to check your frenzy buffs, try {{cmd|@buffs}} to see what level you're on.
* Frenzy is added using the above scaling every [[heartbeat]]. Frenzy also has a good chance to reduce by -1 every heartbeat as it wears off naturally.
** The frenzy's reduction is processed before the renewal, so if you're at +4 frenzy, lose a dose to RNG, and gain a dose from a -1 bleed, you'll stay at +4 frenzy.
* No more than four doses of Frenzy can be sustained at once. Using Bleeder with [[Hideous Freak]]'s {{cmd|scare}}, berserker hypos or human hearts will not increase frenzy beyond this four-dose cap.
* Sustained bleeding wounds will dose with frenzy as soon as health is subtracted on the next heartbeat, not immediately after the bleeding wound is sustained. {{cmd|rend}} is the exception to this; rend applies the frenzy immediately after use.


== Rend ==
=== Rend ===
Using {{cmd|Rend}} will make your character attempt to deal a bleeding wound on him/herself.
Using {{cmd|rend}} will make your character attempt to deal a bleeding wound on him/herself and additionally apply immediate frenzy doses. Rend's mechanics are as follows:
Using a cutting implement (swords, knives, claws, etc) raises your chance of a successful rend-frenzy.  
* Rend costs [[stress]] and a small amount of health to use.
* Completing a rend applies frenzy doses immediately, combined with the bleeding wound which sustains and adds doses in future heartbeats, until the wound is patched or clots naturally.
* Bleeding wounds from rend can be inconsistent; sometimes the bleed will be -4, sometimes just -1.
* Using a cutting implement (swords, knives, claws, etc) raises your chance of a successful rend-frenzy.


Message Upon Use:
=== Interactions with Other Mutations ===
 
* [[Vampire]]s will additionally suffer -10 hunger for every heartbeat that their bleed ticks (regardless of the bleed's magnitude). This still applies to bleeds inflicted with {{cmd|rend}}.
(Without cutting implement)
* [[Hideous Freak]]s will suffer acid damage from their acidic blood covering their own skin (unless the damage is soaked) in addition to the bleeding damage from the blood actually leaving their body. There is no additional benefit to this damage, and it does not contribute to frenzy. Freak stress reversal also applies; freaks with bleeder will stress out when covered with blood, but destress every heartbeat when they are not.
<name> starts tearing wildly at his/her body, the skin giving way to bloody gashes with surprising ease.
<name> roars in a mad frenzy, his/her fingers utterly bathed in blood.
YEAH. You start to go berserk!"
 
(With cutting implement - This is an example, it varies!)
"<name> draws his/her long masamune from his/her back scabbard.
<name> takes the tip of his/her masamune and slides it across his/her flesh frantically.
<name> screams with anguished pleasure as his/her blood drips down the edge of his masamune.
YEAH. You start to go berserk!"
 
== Bleeder and other mutations ==
[[Vampire]]s have a mixed relationship with Bleeder. On the one hand, the increased feint resistance is a huge help against {{cmd|feint}}s, and +4 brawn and senses is a big buff to stats which are already very strong for vamps. Using rend in combination with other buffs, vamps can reach higher brawn totals than any other class in the game by quite a large margin. On the other hand, every time you bleed as a vampire, your hunger will increase. It's best to use bleeder sparingly as a vampire, and make sure you have a plan to either stop your bleeding quickly or fill back up on blood a little while after rending. Don't forget that blood healing from {{cmd|feed}} can heal you for up to 5 hp per heartbeat and requires no medic skill to use, which can neatly negate bleeder's damage ticks.
 
For [[Hideous Freak]]s, bleeder is often a less attractive choice. Frenzy debuffs focus very hard, and many freaks lean on their focus total very heavily to support their focus mutations, which means that bleeder can actually hurt their effectiveness more than help it. On top of this, bleeder's passive destress is reversed for freaks, meaning that any time you have blood on you, you'll start stressing out. This is less of a problem when you can just {{cmd|screech}} and {{cmd|mend}} your stress away, but it's still annoying. Finally, bleeder freaks will have to deal with two damage ticks whenever they rend: one from actually bleeding, and the other from their own blood's acid damage, which also has a chance to chip away at your armor.


== Appearance ==
== Appearance ==
Bleeder doesn't change bodily appearance automatically, though you'll be spending a lot of time sliced up and covered in blood if you're even somewhat sane - so in that sense, it does.
Bleeder doesn't change bodily appearance, although you will probably walk around covered in blood most of the time.


[[Category:Mutation]]
[[Category:Mutation]]

Revision as of 16:12, 17 January 2019

The Bleeder mutation gives the ability to trade health for combat buffs. It is mutually exclusive with Zombie and Superclot.

Location

The Bleeder mutation is hidden somewhere within St. God's Memorial Hospital in Slagtown. It's unguarded, just be careful where you go once you find it...

Effects

This mutation grants:

    The ability to Rend
    The Frenzy buff when bleeding
    Stress loss/gain depending on whether you are covered in blood or not
    Immunity to passing out from blood loss

Advantages

  • Can rend on demand, which self-inflicts a bleeding wound.
  • Receive buffs from actively bleeding wounds: up to +4 Brawn and Senses as well as some resistance to feints.
  • -10 stress per heartbeat when covered in blood.
  • 100% resistance to KO from blood loss.

Disadvantages

  • Trading health for buffs is a serious trade-off that may sometimes cause death.
  • Passive stress gain whenever not covered in blood. On the other hand, being bloody debuffs climb, which may cause hiccups with mobility.
  • Cannot take Zombie or Superclot.
  • Being frenzied heavily debuffs medic, making it more difficult to patch up bleeding wounds and heal. This can be countered with makeshift bandages, which cleanse bleeding and require no medic skill.
  • Unintentional bleeding wounds can debuff various skills, such as focus, at inconvenient times.

Mechanics

Bleeder's workings are not immediately obvious. Here are some explanations.

Frenzy from Bleeding

All bleeding wounds will cause frenzy with Bleeder. This mechanic works as follows:

  • The strength of the frenzy scales with the bleed's magnitude. A -1 health bleed will give +1 frenzy every heartbeat, and thus +1/+1 Brawn/Senses. A -4 bleed will jump straight to +4/+4, which is the cap.
    • If you want to check your frenzy buffs, try @buffs to see what level you're on.
  • Frenzy is added using the above scaling every heartbeat. Frenzy also has a good chance to reduce by -1 every heartbeat as it wears off naturally.
    • The frenzy's reduction is processed before the renewal, so if you're at +4 frenzy, lose a dose to RNG, and gain a dose from a -1 bleed, you'll stay at +4 frenzy.
  • No more than four doses of Frenzy can be sustained at once. Using Bleeder with Hideous Freak's scare, berserker hypos or human hearts will not increase frenzy beyond this four-dose cap.
  • Sustained bleeding wounds will dose with frenzy as soon as health is subtracted on the next heartbeat, not immediately after the bleeding wound is sustained. rend is the exception to this; rend applies the frenzy immediately after use.

Rend

Using rend will make your character attempt to deal a bleeding wound on him/herself and additionally apply immediate frenzy doses. Rend's mechanics are as follows:

  • Rend costs stress and a small amount of health to use.
  • Completing a rend applies frenzy doses immediately, combined with the bleeding wound which sustains and adds doses in future heartbeats, until the wound is patched or clots naturally.
  • Bleeding wounds from rend can be inconsistent; sometimes the bleed will be -4, sometimes just -1.
  • Using a cutting implement (swords, knives, claws, etc) raises your chance of a successful rend-frenzy.

Interactions with Other Mutations

  • Vampires will additionally suffer -10 hunger for every heartbeat that their bleed ticks (regardless of the bleed's magnitude). This still applies to bleeds inflicted with rend.
  • Hideous Freaks will suffer acid damage from their acidic blood covering their own skin (unless the damage is soaked) in addition to the bleeding damage from the blood actually leaving their body. There is no additional benefit to this damage, and it does not contribute to frenzy. Freak stress reversal also applies; freaks with bleeder will stress out when covered with blood, but destress every heartbeat when they are not.

Appearance

Bleeder doesn't change bodily appearance, although you will probably walk around covered in blood most of the time.