maybe + 300 percent bleedres would help but dunno if its possible
Bleed res formula is a logarithm, so after a certain point getting more bleed res is inefficient.
f(x) = f(x-1) / log(bleed_resist)
its not inefficient because it gets divide by it and from what i see the higher the bleed res the higher your / value
f(x) = f(x-1) / (log(bleed_resist) / log(2))
becasue its 2^(log(bleed_resist) / log(2)) = bleed_resist ; 10 bleed res = 3.32 ; 100 bleed res = 6.64 now put simple thoughts on it from 10 to 100 bleed res its only 50 percent damage change plus noone has 100 bleed res , funny is also that at 20 bleed res u gain almost plus 1 to that value and thats were it is mostly 20 - 50 lets take these common values ... 20 bleed res = 4.32 ; 50 bleed res = 5.64 ; thats just a change from ~1/4 so u see improved hermo perk is useless aswell as any other thing which gives u flat 20 or 30 bleed res from that baselevels ... u can calculate for yourself how much damage u take from bleed , just divide some expected bleed value through these examples ... its mostly only in range of 0 - 10 hp change from bleed per seconds depending on your Bleed status ... like i said i think bleed tics are more problematic since u receive dmg anyway and it doesnt matter if u receive 2 or 10hp less bleed dmg , overall its still too great converterd damge ^^ i mean i get the idea of merging it together but with common mechanics ingame , i mean perks and such its useless atm ...
just compare values with different bleed status u see that when u take high bleed that this dmg change isnt any big deal ... take 100 , 200 , 300 ... and compare
the problem somehow are the tics bcause u have no time to react , since bleed is stackable and if your overall bleed get higher the damage u take gets higher and tics remain the same = 1 sec ... these /log(bleed_resist) doesnt make any difference to that fact its just ~ / 0.1-10 currently its just ~ / 0.1 - 6.5 its even ~ / 2.5 - 6.5 becoz i think noone has something < 10 bleed resistance