Code
float x = damage / bodyPartState.Health.Maximum;
if (!this.method_20())
{
float cap = 1f + this.gclass1214_0.VitalityBuffBleedChanceRed;
if ((damageType.IsWeaponInduced() || damageType == EDamageType.GrenadeFragment) && effects.HeavyBleeding.Probability.Try(x, cap, damageInfo.HeavyBleedingDelta))
{
this.method_25<GClass1509.HeavyBleeding>(bodyPart);
}
else if (effects.LightBleeding.Probability.Try(x, cap, damageInfo.LightBleedingDelta) && base.FindExistingEffect<GInterface146>(bodyPart) == null)
{
this.method_25<GClass1509.LightBleeding>(bodyPart);
}
}
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this is the game code from what I can tell for heavy bleed and light bleed, obv there are a few values from other stuff i don't have,
but changing HP would make "X" smaller, how that affects it I'm unsure, work that out, you can find ur answer I guess