Bowa - Positive Strafe Vs Multishot input with statistics & suggestion for future

Much enjoying the buffs. I finally feel like strafe has come up to a somewhat competitive level (it’s not QUITE there, but it’s definitely real close, and I’d like more time to see if I can push passed a 19k strafe as a maximum, currently running 12k), but multishot was disproportionately left as quite too weak by comparison. I can almost clear entire cow packs at the same exact speed with strafe as multishot. Multishot should have its distinct purpose, and strafe its own as well. With the damage gap being as large as it is, there’s very little reason to justify multishot now. Don’t get me wrong, it’s still technically faster, but we’re talking a second at best.

The difference between the 2 should be about 15-20%, but right now it’s like 40% of difference. That’s too much, and all my tests are proving it.

This can be corrected with a small buff to the baseline of multishot. 75% is too low after having buffed strafe like that. I suggest complete removal of the damage reduction on multishot, but in a clever way wrote about at the end of this post. I had initially suggested 75% eons ago, but when dealing in %'s, the higher the maxes go, the more effect this has, and since strafe has taken off as well as it has, 75% was not a good enough baseline to keep up. I do not suggest buffing this in synergies, since the disparity needs to vanish all together, and not just in end game.
Example of how the gap increases as you move up, based on raw damage increases
Current Strafe Damage standing in town with no auras - 1028-4218
Current Multiple Shot Damage standing in town with no auras - 674-2665.

If you receive an enchant, the dynamic gets worse, because all additional damage suffers from the -25% modifier. Example after enchant
Strafe Damage After Enchant standing in town with no auras - Says “6218-10k” An increase of 5-6k
Multiple Shot Damage After Enchant standing in town with no auras - 4566-7134. An increase of only 3,892-4469

So that -25% damage modifier is REALLY destroying this ability as we grow the character further and further into the late game. This same problem exists for all damage modifiers, be it from might, fanaticism, etc. The more damage you stack, the worse it technically works against you on a scale of pure #'s, and TECHNICALLY the damage reduction is even MORE, because multiple shot, you lose a quarter of your AR too, meaning you miss a lot more, meaning your damage is also reduced in that way too.

All in all though, I finally see great potential unlocking from this class, and I plan to play only this class for the next 15 years, just as I have exclusively played it for the last 15 years.

We’re finally moving in the right direction, and I applaud you for the first time for the much needed attention to the bowa. I just seriously advise blizzard take a look at this facet of physical bowzon a little deeper. OR perhaps, since after 24 arrows, taking more points actually makes the ability worse, make the first 10 hard points do additional arrows only, and the 2nd 10 points start removing 2.5% of the damage reduction, thus giving an actual benefit to pumping more points into the ability after 24 arrows. It’s the only ability in the game where getting it PASSED level 23 actually makes it WEAKER cuz all it does is increase the mana cost of the ability. I’d like to see that addressed.

2 Likes

While Multishot maxes at 24 arrows, you still get the damage bonus synergy with Guided Arrow. My Multizon w/Buriza is a blast to play now.

My testing vs Eldritch pack, 4x 10 runs:

Multishot - https://youtu.be/6HbB_Wh0_CM?t=283

  • Multishot with no synergies - 77.07 seconds
  • Multishot with 240% synergies - 64.07 seconds

Strafe - https://youtu.be/6HbB_Wh0_CM?t=529

  • Strafe with pre-reqs only (15% synergy) - 95.2 seconds
  • Strafe with 300% synergies - 82.98 seconds

Pride/might Merc but no fortitude, using a 5x Shaeled matriarchal bow, vita based build.

Even in this scenario, both multishot tests above performed better than both strafe tests above.

I can agree to at least not increase mana cost after a certain level though, that part is silly skill progression.

But multishot is already way cooler and more awesome aestethetically than strafe, did you factor that in?

Multishot is just more fun to me and you have more mobility since you aren’t stuck in place. The fact that both have similar damage outcome is a good thing, just use the skill that you enjoy the most.

I agree on mana cost at high lvl tho, the increase mana cost doesn’t make sense if it doesn’t add anything else.

watched the videos, but you’re clearing the eldritch pack, where there’s much more limited mob counts, and you’re using a matriarchal bow and no fortitude, which means your damage is significantly lower, which means the damage difference you experience between the 2 abilities is LESS of a gap, since the -25% has less of a integer value effect as it would if it were higher numbers. like my post points out, the HIGHER you get your actual damage numbers up, the wider the gap of damage becomes, thus CLOSING the difference between strafe and multishots effectiveness on large packs. so while you see a 12 second difference between the 2, I see only a 1 second difference, and I clear the mobs about 8 times faster in general since it only takes me 2 strafe casts total to clear every mob in that whole pack. Just did it.

That’s what I’m getting at. Eventually, the difference between the 2 abilities speed even for large packs has almost no difference, which is a problem because it deletes multishots identity as being the best option, since you have only 20% of the CTC potential on multishot.

If I pushed my character to the absolute max and capped out at my 18-19k strafe (which I won’t do because I play HC and refuse to smash more than 153 into dex), I’d still only have roughly an 8500 damage multishot, so multishot would be almost useless by comparison. The 2 need to maintain their differences as far as when they’re best utilized so as to keep the bowzon from just being a 1 ability character like sorcs and hammerdins.

The smaller mob size is actually a scenario in which strafe would better perform in comparatively when comparing strafe and multishot clear speeds, in which multishot still outperformed strafe anyway.

If this were cows where typically there’s pack sizes of 30-50 targets, multishot would even more significantly outperform strafe, as multishot scales up much better. Conversely, strafe will outperform multishot if there was only 1 target being shot at.

For clarity, see damage and attack speed values of each of the 4 Eldritch tests below:

  1. Multishot 0% synergy: 299 - 326 @ 8 FPA
  2. Multishot 240% synergy: 540 - 570 @ 8 FPA
  3. Strafe 15% synergy: 493 - 530 @ 2 FPA
  4. Strafe 300% synergy: 875 - 918 @ 2 FPA

If you don’t use fortitude and don’t use a max dex setup, the damage gap in terms of percentage actually widens in strafe’s favour, since the 60% shortfall between the 2 maxed out synergies plays a larger role in the overall damage contribution/difference.

Percentages (relative) are also more relevant than integer (absolute) values when doing comparisons. If you have a 1,000 multishot damage vs a 2,000 strafe, then a 5,000 multishot damage vs a 10,000 strafe, the percentage damage difference is the same even if the integer damage difference is vastly different, which we all know means the 5k vs 10k setups will take 1/5th or 20% of the time to clear a mob as the 1k vs 2k setups, even if the comparative time differences are the same between multishot and strafe in terms of percentage.

That said, increased integer damage increases the chance of “overkill” or “noise” which the tests with the less integer damages will have less of a chance of this overkill or noise, making this once again in favour of the strafe setup. Conversely, lower integer damage has a higher chance that kiting will need to be done to stay alive, but there was very little kiting done during my tests.

Then there is the point of attack rating as well. In the tests, multishot had an attack rating of 4,153 vs 5,655 for strafe which gave both skills an 80% chance and a 86% chance to hit their targets respectively. With higher dex, the chance to hit discrepancy will narrow as a percentage ratio. For example, instead of 187 dex, we increase this to 500 dex, we would see 94% vs 95% chance to hit. So again, the tests were in favour of strafe since it had a clearly higher chance to hit for each arrow compared to multishot.

Yet, multishot still outperformed strafe.

14k… maybe 15k with +14 max damage charms… is really the most you can do with any physical bow skill with a bowazon. This is based on the video below using a Windforce at level 99 which was taken before patch 2.4:

Guided arrow: 13k
Multishot: 9k

Awesome in depth post. I hope they continue to buff her through 2.5. She’s not in a good place yet.