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Old 29-10-2009, 09:15 AM   #1
Urjak
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Default Enhancement line for manyshot

Hey all!

Since there already exist a lot of enhancement lines for other combat actions like sunder, trip, ... it would be great if there would be an enhancement line for decreasing the manyshot cooldown time available for ranger (and fighter maybe?) ... it could be added as part of the deepwood sniper prc since atm its pretty underpowered.

Just an example as it could be done in my oppinion:

Deepwood Sniper I - Just as implemented now

--------------------------------------------------------------

Deepwood Sniper - Improved Manyshot I
AP Cost: 2
Requires Deepwood Sniper I

Reduces Manyshot Cooldown by 20%

--------------------------------------------------------------

Deepwood Sniper - Improved Manyshot II
AP Cost: 4
Level Requirement: Ranger 12
Requires Deepwood Sniper - Improved Manyshot I

Reduces Manyshot Cooldown by 35%

--------------------------------------------------------------

Deepwood Sniper - Improved Manyshot III
AP Cost: 6
Level Requirement Ranger 18
Requires Deepwood Sniper - Improved Manyshot II

Reduces Manyshot Cooldown by 50%
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Old 29-10-2009, 09:34 AM   #2
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Would much rather like to see it without the Deepwood sniper part, and just be something available if you have Many Shot.
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Old 29-10-2009, 09:47 AM   #3
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well, you could do it like a boost aswell, 5 times per rest and a 4 enhancement chain from 15%to30%. like haste boost for example...
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Old 29-10-2009, 10:16 AM   #4
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not signed.

multishot should be like in pnp u trade attackbonus for multiple arrows, the feat grants u a second arrow for +2 to hit, and u can enhance this up to 5 arrows, this would be an improvement,

i dont know what to do bout deepwood as i went arcane, but id add a 5% chance (natural 20) for a dirket hit into the head/hart which causes instant death (like vorpal) (prob a t3 enhancement)

this would deffo fit in the sniper line
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Old 29-10-2009, 11:08 AM   #5
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I agree with most of the above, if there would be an enhancement line for manyshot than it should affect all who have the feat.

Given the to-hit plays absolutely no role in DDO at lvls 10+ on normal difficulty (hell even for my gimps!) I´d say going the PnP way of -2 to hit for each additional arrow is not going to work. With a +5 of righteoussness weapon and GH you´ll end up doing 5x the damage without loosing AB.

I do think as well that deepwood sniper is about one shot killing from a distance so I´d expect either:
- increased crit range for sniper shots coming along with an increased cooldown for the ability
- increased crit multiplier
- chance for instant kill like assasin III but based on wisdom instead maybe?
- apply poison to arrows, also similar to assassin ability (think that´s in the book or read it somewhere?)
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Old 30-10-2009, 06:53 PM   #6
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well it works for PA and multyshot can be seen as the PA for bows
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Old 03-11-2009, 10:18 PM   #7
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Quote:
Originally Posted by Errtu View Post
well it works for PA and multyshot can be seen as the PA for bows
not really. PA gives only +5 (+10 with twohanders) which is only a small damage boost compared with the damage boost from multishot (x4 damage when you have a bab of 16+).

Keep in mind that in pnp the multishot uses the attack sequence. If the feat would be implemented as in pnp it would be:

- you can only attack a target within 30 feet
- you only shoot the 4 arrows on the first shot of your attack sequence, you loose all other attacks of the attack sequence.

In pnp the feat is only usefull when you want to move and shoot more than 1 arrow in the same round. In pnp you can't move around and still shoot with the normal attack speed like it's in this game. I think therefore manyshot has been implemented a bit different because the original version from pnp can't be used 1:1.

A enhancment to reduce the cooldown if you have the feat would be great imo.
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Old 04-11-2009, 07:12 AM   #8
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I agree.

Manyshot should have a specific enhancement line which should be relatively expensive, at least 2, 4 and 6 AP's.

Also, being a sniper is about killing a target instantly. If you target a body area like the skull and put an arrow straight through the brain, it doesn't matter how many 10's of thousands of hitpoints a mob may have, its dead unless it has some form of red name protection.

I would suggest a DC system based on dexterity (to hit the target in the right place) and wisdom (spotting allowances for surroundings, gravity etc).
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Old 07-11-2009, 09:13 AM   #9
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And putting an axe into someone's skull isn't an instant kill? That certainly isn't a good idea IMO.

I do agree that there could be an enhancement line for manyshot, and I agree it should be 2 4 6, but I'd say implement it to be a lot weaker than the OP has suggested. 20 seconds in one minute means manyshot doubles the damage output with a bow (Compared to having no manyshot, 30% compared to current manyshot). 10%, 20%, 30% would probably be a better boost. I also think that manyshot is perfectly good enough as it is, providing a 50% increase to DPS if you trigger it every 120 seconds.
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Old 08-11-2009, 11:54 AM   #10
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Quote:
Originally Posted by rapidjono View Post
And putting an axe into someone's skull isn't an instant kill? That certainly isn't a good idea IMO.
That's called Vorpal as its the nearest thing to it.

Why shouldn't there be a form of vorpal arrow with a DC based on the skills of the toon?

If you are going to say it isn't a good idea, then say why please.

Quote:
Originally Posted by rapidjono View Post
I do agree that there could be an enhancement line for manyshot, and I agree it should be 2 4 6, but I'd say implement it to be a lot weaker than the OP has suggested. 20 seconds in one minute means manyshot doubles the damage output with a bow (Compared to having no manyshot, 30% compared to current manyshot). 10%, 20%, 30% would probably be a better boost. I also think that manyshot is perfectly good enough as it is, providing a 50% increase to DPS if you trigger it every 120 seconds.
I'm sure the devs are capable of working out an appropriate cost for gain scenario in terms of AP's spent for % time reduction on cooldown. The AP's spent here ofc make you weaker elsewhere, so it has to be suitably expensive.
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