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.