Can it be replaced with a weaker Bleed by the same hero?
Can it be replaced with a weaker Bleed by a different hero of the same color?
Can it be replaced with a weaker Bleed by a different hero of a different color?
Examples:
(BTW I’m pretty sure the Bleed damage is proportionate to the entire damage dealt by one “tile”.)
Let’s say you applied Bleed with a Critical blow, and then the same hero applied it with a non-Critical blow. (Another possible example could be applying Bleed with your Purple Barbarian while Ameonna is in Ghost form and reapplying it later after she converted out of Ghost form.)
Kageburado and Boomer are both boosted by a Kiril. Kage applies Bleeding, then Kiril boost disappears, after that Boomer applies it.
Kage applies Bleeding on a Purple stack. Then you apply Bleeding to the same hero with your Karil who is your only Blue on the team.
If I´m correct bleeding is not related to tile damage, but the damage done by the hero.
For example: Grimm would deal to a Boldtusk 100 damage with a normal attack = 100 x 0,60 / 5= 12 damage per turn.
If you have more than 1 hero who can apply damage, the last one will prevail over the first. If you have 2 heroes of the same color applying bleed on same turn As heroes fire from left to right if both talents are triggered the one of the hero at the right will be the one applied.
Anyway, bleeding is so marginal damage that the only use I see is counter resurrection from fighters.
I’m talking about the Talent of Barbarians(like Evade for Rogues). It’s a DoT(damage over time) similar to Burn and Poison. (If you check your Miki’s Talent Grid in-game you might understand better.)
You’re not correct. Bleed damage is proportionate to the entire damage dealt by one “tile”, therefore, Barbarian Class is actually supposed to encourage you to stack. (We’re only talking about the attacking team on this thread. Defending team(or slash damage) is not relevant to this discussion.
I just test it with tyr. It appears that it takes the damage left on the current stack and adds it evenly to each turn when it renews. For example my Tyr does 268 or 67 per turn. I had 2 turns left or 134 total when I did a second hit. It reset to 4 turns at 101 per turn which would be the 134 left + 268 new = 402 or 100.5 per turn round up to 101.