MM Hunters need a Rework

It’s only a DPS loss if movement causes you to overcap on charges.

I have always felt that Aimed Shot should do more damage based on how long you cast it. You could fire it instantly for minimal damage or do a full cast and get max damage. ie. the longer that you “aim” you deal more dmg.

I would love to see camo cd start as soon as you enter stealth instead of when you exit. Just like in WOD.

I would like to see cheetah return to its former state of a speed increase that dazes you when you’re hit. I hate that its on a cd. It was way more fun to swap aspects.

I personally feel mm should have bleeds and armor pen back. Remember piercing shots?

I feel like there should be options in the tree that lets you choose between the ranged sniper or the magical archer. ie black arrow, explosive shot. wyvern/serpent sting. I even enjoyed exotic ammunition.

Wrong. The only time it’s not a DPS is you have no charges or you’re channeling RF while you move. If you have a charge of AS and you’re moving, that’s a dps loss because you’re not using AS to get that CD on that charge rolling again.

That’s not how two charges work.

Only one charge of AiS is recharging at any given time. As long as there is still one charge on cooldown, there is no DPS lost. You can defer AiS up to 9 seconds past the first charge coming up without penalty, provided you don’t get a Lock and Load proc.

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Charges or not, any time you’re pushing back using an ability to move, you are losing DPS. Charges don’t just magically make movement not punishing when you need to cast an ability. If you have a charge available to use, and you wait 2 seconds to use it to move, that’s 2 seconds the CD isn’t rolling. That means it’s 13 seconds before the second use of that charge from when you started moving. Each time you move, you push that charge farther and farther back.

No, you are deferring damage, not losing it.

What you snapshot in your DPS meter at any given point in an encounter is irrelevant, what matters is your DPS over the course of the encounter. If I cast every Aimed Shot as soon as I have one charge, or I wait until 9s into the recharge, I will have the same DPS at the end of the fight, provided I have cast the same total number of Aimed Shots over the course of the encounter.

In your example, it’s only a DPS loss if you are sitting in 2 charges - because then the cooldown isn’t progressing. If I have 1 charge, and move for 2 seconds, I still have another 10 seconds to cast AiS before overcapping.

The only charge system where two charges cooldown independently AFAIK is DK runes.

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If movement causes you to use 45 AS instead of 50 AS on a fight, charges or not, you lost DPS.

If movement causes you to use 45 AiS instead of 50 AiS, it’s because you didn’t manage your charges properly to give time for movement.

If you have a single cooldown and you need to move while casting at any point, you lose DPS. Alternately, you finish your cast and take avoidable damage, which then needs to be healed.

If you have no cooldown and you need to move literally ever, you lose DPS.

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Again as I said, it’s not a DPS loss if you move when you have 0 charges.

And again, as I said, you have to move while you have even 1 charge it’s a DPS loss. There is no magic charm that charges have that prevent that. Charges are just multiple cooldowns attached to 1 ability. I reiterate, charges are cooldowns.

Having a charge and moving for 1 second because you have to move, means the current charge has to wait 1 second for that movement before it can be used. It then means that the next available use and every subsequent use of that charge has been pushed back by 1 second because you had to move. Movement does not affect the charge on cooldown, but it does affect the one not on CD.

Literally not how charges work.

I don’t know how to explain this differently.

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You seem to be under the impression that charges are the same cooldown or something. They are not. They are separate cooldowns.

If I use 1 charge of aimed shot, the second charge doesn’t start arbitrarily start rolling on it’s own. I could literally use 1 charge of aimed shot and never use the second. That’s because they are there own cooldowns. Each charge cooldown rolls on it’s own when used. Thus like any other ability that doesn’t have charges, and must be still while casted, when you move while the charge is available it is a dps loss. It does not defer damage to the other charge.

They don’t roll on their own. Charges recharge consecutively, not concurrently. So long as you don’t overcap charges, and you end the fight with zero charges, you have never lost a cast of Aimed Shot, and thus have not lost any DPS.

If you chain cast both charges, you need to wait 9 seconds for the first charge, followed by 12 seconds for the second. That’s consecutive.

If they were independent concurrent charges, you could chain cast and have both charges back in 15 seconds. That isn’t how it works.

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Correct, they roll as you use them. They are their own separate cooldowns. Just because 1 is on cooldown does not make it a dps loss to move while the other is available to use. Pushing back a cast due to movement is a dps loss, charges or not.

If one has a 9 seconds left on cooldown and the other is available moving instead of that charge is the same as having a casted ability with no charges. This is not rocket science. Damage is not deferred between charges just because 1 is available and the other is not.

I mean for real. If I use the 1st charge wait 6 seconds and use the second, the 1st will be available again 5 seconds from using the second and the second will be available again in 11 seconds.

So in 5 seconds the 1st one is available again and I have to move for 1 second, the second charge’s availability didn’t change, but the use of the 1st charge was pushed back by 1 second along with all of it’s subsequent uses. Now I don’t mean each subsequent use of that charge is 12 seconds, I mean the time in the fight that it’s been used has been pushed back by 1 second.

5 minute fight
Charge 1 of Aimed shot is used at 3 seconds into the fight.
Charge 2 is used at 6 seconds.

In a perfect non movement scenario charge 1 is off CD at 14, 25, 36, 47, etc. for a total of 27 times.
Charge 2 is used off CD at 17, 28, 39, 50, etc. for a total of 26 times.

If at the 14 second mark I have to move for 1 second, charge 1 is now pushed back to 15, 26, 37, 48, 59, etc. This 1 second of movement has moved charge 1 of aimed shot from being used exactly 27 times to 26.91 times over 5 minutes. And because you can’t use an ability .9 times that drops it to 26 times. While charge 2 is literally unaffected because it was on CD during the 1 second of movement.

But you are wrong. Like this is just factually incorrect.

What you posted is correct for two charges cooling down independently, like DK runes. Aimed Shot charges do not cool down that way.

I plotted out using Aimed Shot on cooldown over a 5 minute fight:
Count Start End Charge Ready
1 0s 3s 15s
2 3s 6s 27s
3 15s 18s 39s
4 27s 30s 51s
5 39s 42s 63s
6 51s 54s 75s
7 63s 66s 87s
8 75s 78s 99s
9 87s 90s 111s
10 99s 102s 123s
11 111s 114s 135s
12 123s 126s 147s
13 135s 138s 159s
14 147s 150s 171s
15 159s 162s 183s
16 171s 174s 195s
17 183s 186s 207s
18 195s 198s 219s
19 207s 210s 231s
20 219s 222s 243s
21 231s 234s 255s
22 243s 246s 267s
23 255s 258s 279s
24 267s 270s 291s
25 279s 282s N/A
26 291s 294s N/A
---------------------
Total: 26 casts

You can move unimpeded, with zero dps loss, at any point from the 15s mark to the 24s mark, and not lose any Aimed Shots. Then again, from the 30s mark to the 39s mark, assuming you used both charges back to back from 24s to 27s and again from 27s to 30s (which would be a dps loss due to munching Precise Shots, not due to losing Aimed Shots).

This is readily observable behavior, just go fight a dummy for 5 minutes, use Aimed Shot on cooldown as much as possible, then do it again, and take as much time as you can between charges without overcapping.

Again, spec out of Lock and Load first, because a Lock and Load proc while you have 1 charge will lose you some of the cooldown, since it grants a full charge.

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Both charges do cooldown independently … what are you talking about? If you use charge 1 and then use charge 2, 3 seconds later, charge 2 is not ready when charge 1 is…

If you use charge 1 to start the fight. Charge 1 goes on cooldown. You immediately use charge 2. Charge 1 has 9s remaining when charge 2 finishes casting.

When charge 1 is available 9s later, look at the cooldown for Aimed Shot. It will read 12s. If the charges were on independent cooldowns, it would read 3s.

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Literally looking at it right now, the cooldown when moused over, shows what the remaining CD is, not 12 seconds.

I have no idea what you are looking at.

I just sat there, casting Aimed Shot on cooldown, for 5 minutes. First cast completed at 22:49:16. Last cast completed at 22:54:07. 26 casts. Another cast completed at 22:54:19, which is outside the 5 min window, so I didn’t include it.

Looking at the cooldown specifically, I complete the first cast, the cooldown displays as 1 charge available, 12s remaining. I complete the second cast, the cooldown displays as 0 charges available, 9s remaining. When that cooldown completes, it displays as 1 charge available, 12s remaining.

The second charge does not start cooling down until the first charge has completely cooled down.

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I am hovering my mouse over the tooltip.

Where are you getting 12 from? At most my game only ever says 11 seconds.

Take off all your haste gear.

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