The old system: (you can see a small test sample and a continuation of this discussion here)
The current system tooltips do not match up with actual in game math. The currrent system is doing the following:
Bleedout is currently giving us 30% damage to all bleed effects, not crit chance.
Deep Wound is unconfirmed. Without watching and counting 1000 ticks (or combat log) we can only assume it is affecting Rupture's direct damage correctly.
Hemorrhage is adding 4% instead of 6% additional damage to bleed damage. The first point provides ~2% increase, each additional point is ~1%.
New system proposed:
Hemorrhage: 15% bleed damage increase
Bleedout: 30% critical multiplier increase
Using the following stats as an example:
131 unmodified unskilled Rupture/Deadly Saber dot
25% crit chance
70% crit multiplier
In the old system with Bleedout, Hemorrhage:
131 * 1.3 * 1.04 = 177 normal dot
131 * 1.3 * 1.04 * 1.7 = 301 critical dot
To explain those numbers we have the 131 base dot (no skills). We multiply that number times 1.3 for the 30% increase we WERE receiving from Bleedout. We then multiply times 1.04 for the 4% increase we WERE receiving from Hemorrhage. In the 2nd row, we multiply 1.7 for the critical multiplier.
Let's normalize that across 1000 dots. With a 25% crit chance that is 750 normal dots and 250 critical dots.
177 * 750 = 132,750 normal dot damage
301 * 250 = 75,250 critical damage
Grand total = 208,000
In the new system with Bleedout, Hemorrhage:
131 * 1.15 = 150.65 normal dot
131 * 1.15 * 2 = 301 critical dot
131 is still our base unskilled dot. The 1.15 is the new Hemorrhage (3 points at 5% for each point = 15%). The 1.3 is the "corrected" Bleedout critical multiplier number. We are multiplying times 2 because 70% is the base critical multiplier and Bleedout provides an additional 30% critical multiplier. We would assume it is additive. If that is incorrect and Bleedout is multiplicative then critical dot is 332 (and the final number still show new system a dps loss). We don't think Bleedout is multiplicative though.
So lets normalize the new system across 1000 dots. Same as above, 25% base crit chance gives us 750 normal dots and 250 critical dots.
151 * 750 = 114,000
301 * 250 = 75,250
Grand total = 189,250
What about Juyo form and Juyo Mastery? The new system does value critical chance more than the old system, but you would still need over 98% crit chance for the new system to overtake the old system.
The old system and new system critical dot amounts are exactly the same. All that has changed is non-crit dots will be less than the old system's non-crit dots.
Unless there is something we are missing, this is a damage decrease.