My main issue with ongoing directive is the fire and bleed damage bonus that feel really lackluster, but i have no tools to calculate them other than trying to count how much damage each bleed dot did, how many times it proc'd, whats the approximately the enemy health and so on. So does anyone know anything about how these damage are calculated? are they % of the targets health? are they a % of the damage that caused the effect? or anything like that. because i have seen bleed do pitiful 1.4k damage or a still small but comparetively larger 8.7k and a bit more on elites.
So far it appears to be based on the what caused the damage, since 1.4k damage was one a armored heavy so it was probably based only on the small explosive damage bonus that ignored armor, and that could explain why OD actually is extremely weak in group play as the damage would get smaller and smaller as scaling makes enemy HP go up, thoghts on how it's calculated?
bleed and burn is fixed dmg, that is influenced by certain dmg mods like armor/health dmg
base dmg is ~6k, with AR equipt is like 8k+ against health, and will proc 10-15 times befor its over
against anything but normal red enemies its not really usefull, as headshots with ar/lmg can get as one full brun/bleed circulation much dmg
elite suicide ruschers only have vastly overpowerd dmg vs their own, while we only get burned, and if your immune to burn you dont any take dmg from the flame, only the initial explosion
meanwhile molotovs and enemy incendiary grenades deal a fixed dmg over time, even when immune to burn, which seems to be fixed 20% armor or health per second
and our flame grenades deal no dmg what so ever beside burn