Damage Number Colors
The damage number colors can be confusing, specifically the way they add blood damage to shield damage. Especially with shotgun blasts where some pellets can arrive a ms after the others, leading to what looks like a full blood hit when it actually broke the shield and did some blood damage. This is also a problem with auto bursts. Example: r301 burst to damage an enemy and break shield. Shield breaks after 70 damage and another 14 damage hit lands, this will show a 84 blood color hit leading to call-outs that an enemy is one shot(16 health), when they actually have 86 health left.
I suggest that once shield is broken the damage counter sum resets for blood damage. This way whenever you see blood numbers you know that at least that much of the enemies health is missing. For hits that both break shield and damage health, show both numbers. Example: 55 damage longbow body shot onto a 35 purple shield 100 health enemy -> 35 in purple and 20 in blood, rather than a 55 in purple. That 55 gives the shield crack noise at least, so you know you hit blood, but as far as you know the enemy could have between 46 and 100 health.
Pretty new to the game and noticed this lately, if this obfuscation is intended I'll get used to it. I do understand the opposite view of not wanting complete information on targets, just a suggestion.