I just fixed Wounding Shot to allow stacking for dual-wielding hits and thought you may want the code. They didn't want to figure out how to avoid an infinite damage loop so they had to cancel any further applications of Wounding Shot after the first damage. Giving the first effect "Source": "Weapon" takes care of that but with stacking damage over time effects, you run into another infinite damage loop when you mix "ApplicationBehavior": "StackIfAlreadyApplied"and "ApplicationType": "ApplyOnTick" because the initial "deal damage on damage" effect is still active for the quick second it starts. Instead I used WillApplyStatusEffectWithParentValueOnEvent to carry the dynamic damage value but apply it with "EventValue": "OnInterval" which uses the tick rate. You'll have to change that duration to "UseDurationUnadjusted" to fit your preferences, and you'll want to clean up the bleed keywords I added but those won't do anything if they stay in there and are unrecognized GUIDs.
{
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"DebugName": "Wounding_Shot_SE_ApplyByDamageDealt",
"ID": "cd3aeb00-0c84-46a1-bc73-0ed387f58a96",
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{
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"ClassID": "00000000-0000-0000-0000-000000000000",
"MultiplyBy": 1,
"Operator": "Add"
},
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"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
"ApplicationType": "ApplyOnStart",
"IntervalRateID": "00000000-0000-0000-0000-000000000000",
"StackedChildrenApplyEffects": "false",
"InclusionConditions": {
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"Components": []
},
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}
},
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},
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},
"IsHostile": "false",
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"ClearOnRest": "false",
"ClearOnFoodRest": "false",
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"HealthOperator": "EqualTo",
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"Source": "Weapon",
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"AttackHostility": "Default",
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},
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]
},
{
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{
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},
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}
]
},
{
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
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}