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It's pretty simple... Technically, this is how the Mangle (Cat) debuff works (bear too):
On application of Mangle (Cat), boost all the bleeds already on the target by 30%.
On fade of Mangle (Cat), reduce all the bleeds already on the target by ~23% (multiply by 1/1.3, to drop them back to original strength).
On cast of bleeds, check for Mangle (any) being on the target, and boost the strength of the cast bleed by 30%.
The other key piece that allows double rips in this manner is that Rip has a 'travel time'. Think of it like how when a Mage casts a Fireball, there's a bit of time between when the fireball finishes casting, and when it applys the damage/debuff, aka the 'travel time' that the fireball is flying through the air. Well, Rip has a travel time too. It's quite short, and there's no visible projectile, but it's there. You can observe the travel time by comparing when you lose the energy for casting Rip, and when the debuff is applied. Depending on lag (and I think distance to the target), this travel time may be between .1 and .5sec.
So, cast Rip while Mangle (any) is on the target, but has less than [travel time] remaining on it. On the cast, it detects that there's a Mangle on the target, so boosts the Rip damage by 30%. Then comes the tricky part: the Mangle has to wear off before the Rip is actually applied. The Mangle wears off, and reduces the power of all current bleeds (aka, none, or just bleeds from other people) to normal power. Then, the Rip that has been traveling, and is boosted, hits the target, and you get a boosted Rip, without a Mangle on the target. Then just Mangle again immediately after, which boosts all bleeds on the target (double-boosting your Rip).
There's no down-side to trying to do this, like there is with the old way, other than your cycle time needing to be 1sec longer. And sometimes, when you manage to time it right such that Mangle wears off after the Rip cast, but before the Rip application, you get a double boosted Rip.
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