Alright, I got the in-game strings working, and I read through your scripting suggestion. If I understand right the idea is to apply a debuff to them that on application checks their other statuses, and if they have the statuses I'm trying to limit to, explodes them. Convenient that you brought up custom status effects, I looked for that and didn't find anything about them. The problem I have with that implementation of Coup De Grace, though, is there doesn't seem to be room to have the damage scale based on the character that applied it. Would there be some way to pass a damage value to the debuff as it is applied?

I'm guessing if I tried just using "UseWeaponDamage" it'd scale of the weapon of the enemy being hit (wouldn't that be an interesting bug?). It seems bleeding doesn't have an entry, and burning certainly doesn't have the damage specified in potion.txt.

However, if it's possible to create a severe-bleeding effect that scales with the attacker, it would allow me to move a lot of damage from the initial hit of Shadow Step (or should I call it Shadow Assault?) to a DoT. Could also fix the issue of bleed-immunity and body-building saves, I'd just like the real damage of the ability to be the DoT rather than the hit. I actually really dislike that the current DoT is beholden to the limitations of any given status. Hell, it'd be pretty cool to have the shadow backstab animation play as they take a tick of damage from the DoT. I'm just really reluctant to make the damage flat by making it a potion.

A more minor question - what does damage range do? I would've guessed it was how much a roll can influence the damage, but setting it to 0 on random skills, or up to 100 seems to do nothing when I load the game and test.