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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. | ** It can hit [[Structures]] if they are not dormant, but will deal no damage to them. | ||
** Stalker's Mark can be applied to the [[Rejuvenator]], allowing Drifter to teleport to it. | |||
* 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. | ||
* Reactivating Stalker's Mark has a short cast time before teleporting. This allows Drifter to wind up a [[Heavy Melee]] attack before teleporting. | |||
* Reactivating Stalker's Mark has a short cast time before teleporting. | |||
** If the duration expires during the cast time, Drifter will not teleport to the target. | ** If the duration expires during the cast time, Drifter will not teleport to the target. | ||
}} | }} | ||