Mind Shot II 3 (Source)
That information is still somewhat correct, but they did make two changes after that was written. First, the initial hit does now cause damage. The initial hit from Mindshot1 does essentially the same damage as a single Headshot1. Mindshot2's initial damage falls somewhere between Headshot1 and Headshot2.
Bleeds used to ignore armor and resists. That is, the bleed tick would equal the damage roll of the weapon times the standard multiplier (1.5) times the damage multiplier of the special, but AP and resists would be ignored. This meant that you could bleed a target that had 100% resists to your damage type. Not any more. Now, armor and resists are taken into account on the intial hit, then the bleeds are some percentage of the initial hit. So bleed bleed damage is greatly reduced.
So the new scenario is that the shot fired causes whatever damage a shot with that multiplier would cause (taking into account armor and resists). Then a percentage of the inital hit will tick off every 20 seconds (9 times for Mindshot2 and 6 times for Mindsthot1).
Bleeds to the same pool are not supposed to stack but people say that they still are.
And because the shot does some non-bleed damage with the initial hit, that damage will count towards the XP, but the bleed damage itself will not.
Message Edited by Sotaudi on 06-16-2004 12:51 PM