Post by Kitsunenotsume on Jun 1, 2017 3:15:10 GMT -5
After some time, and a bit of testing, I have revisited the Repeating Trigger, and noticed a significant flaw with the current iteration: in that Repeating Trigger is strictly worse than auto-attack.
In addition to a number of bugs I identified with the ability and weapon, I have noted that the AB progression leaves the last two shots effectively impossible to land and the other shots much less reliable.
Removing Attack Bonus variations from rank and armor, I observed the following attack bonus numbers:
When using Autoattack: +1/-4/+3/+4/+5/+1.
When using Repeating Trigger: +1/+1/-4/-4/-9/-9/-14/-14.
Extrapolating to a marksman against a target with equal rank Chainmail (lowest dodge medium armor) assuming the target has taken Armor Defense (like every NPC does) with a base of 12 dodge, the required attack roll numbers would be:
When using Autoattack: 11/16/9/8/7/11.
When using Repeating Trigger: 11/11/16/16/21/21/26/26.
Seeing as a 21 is impossible on a d20, we assume that they can only hit with the last four shots on a natural 20. Against a lightly armored opponent with up to 4 more dodge it does correspondingly worse: auto-attack can manage a roll of 11-15 a third the time, but now the last 6 shots of Repeating Trigger need natural 20s to hit a leather or padded opponent.
The only optimal situation is against a heavy armor user (who cannot benefit from Armor Defense granting an extra +5 dodge)
At rank 9 or less, the last four shots still require natural 20s simply to hit Full Plate Armor (Dodge 10 base) normally, while at rank 100 they can hit on a 19+, but the lowest pair still needs nat20s, but against a fully armored target those hits seem unlikely to be suited to breaking Armor reductions: while auto-attack would reliably hit with most shots (AB of +11/+5/+13/+14/+15/+10 VS Dodge 15).
In Brief:
While the [-1 AB per shot] and 12-then-9 shots previously was overly strong, in the current paradigm the extra shots are basically wasted and a look at the numbers shows that auto-attack is effectively a minimum of half again more reliable than using Repeating Trigger for hits-on-target over a round of shooting.
In addition to a number of bugs I identified with the ability and weapon, I have noted that the AB progression leaves the last two shots effectively impossible to land and the other shots much less reliable.
Removing Attack Bonus variations from rank and armor, I observed the following attack bonus numbers:
When using Autoattack: +1/-4/+3/+4/+5/+1.
When using Repeating Trigger: +1/+1/-4/-4/-9/-9/-14/-14.
Extrapolating to a marksman against a target with equal rank Chainmail (lowest dodge medium armor) assuming the target has taken Armor Defense (like every NPC does) with a base of 12 dodge, the required attack roll numbers would be:
When using Autoattack: 11/16/9/8/7/11.
When using Repeating Trigger: 11/11/16/16/21/21/26/26.
Seeing as a 21 is impossible on a d20, we assume that they can only hit with the last four shots on a natural 20. Against a lightly armored opponent with up to 4 more dodge it does correspondingly worse: auto-attack can manage a roll of 11-15 a third the time, but now the last 6 shots of Repeating Trigger need natural 20s to hit a leather or padded opponent.
The only optimal situation is against a heavy armor user (who cannot benefit from Armor Defense granting an extra +5 dodge)
At rank 9 or less, the last four shots still require natural 20s simply to hit Full Plate Armor (Dodge 10 base) normally, while at rank 100 they can hit on a 19+, but the lowest pair still needs nat20s, but against a fully armored target those hits seem unlikely to be suited to breaking Armor reductions: while auto-attack would reliably hit with most shots (AB of +11/+5/+13/+14/+15/+10 VS Dodge 15).
In Brief:
While the [-1 AB per shot] and 12-then-9 shots previously was overly strong, in the current paradigm the extra shots are basically wasted and a look at the numbers shows that auto-attack is effectively a minimum of half again more reliable than using Repeating Trigger for hits-on-target over a round of shooting.