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* Damage is divided up into 0.5s intervals, starting immediately as the projectile connects. (This works out to approximately the same overall damage per second stated in the tooltip, just dealt smoother.) | * Damage is divided up into 0.5s intervals, starting immediately as the projectile connects. (This works out to approximately the same overall damage per second stated in the tooltip, just dealt smoother.) | ||
* The projectile can hit [[Denizens]] (if they are not dormant), [[Troopers]], and player-created [[Units]]. | * The projectile can hit [[Denizens]] (if they are not dormant), [[Troopers]], and player-created [[Units]]. | ||
* | * It can hit [[Structures]] if they are not dormant, but will deal no damage to them. | ||
* Stalker's Mark damage over time and teleport components are separate; activating the teleport does not end the bleed effect prematurely. The bleed will last the full duration either way. | * Stalker's Mark damage over time and teleport components are separate; activating the teleport does not end the bleed effect prematurely. The bleed will last the full duration either way. | ||
* Stalker's Mark can be applied to the [[Rejuvenator]], allowing Drifter to teleport to it. | * Stalker's Mark can be applied to the [[Rejuvenator]], allowing Drifter to teleport to it. | ||