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Yumi Double shot

Discussion in 'UHall' started by Flutter, Mar 20, 2010.

?

Are double shot yumi's overpowered in pvp

Poll closed May 4, 2010.
  1. Yes, imbued to hit double spells and double shots at the same time is too much.

    5 vote(s)
    19.2%
  2. Nope

    20 vote(s)
    76.9%
  3. I don't pvp so I have no clue.

    1 vote(s)
    3.8%
  1. Flutter

    Flutter Always Present
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    Overpowered in PvP?
     
  2. Flutter

    Flutter Always Present
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  3. WarUltima

    WarUltima Babbling Loonie
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    It can only be executed on mount plus it takes a good amount of mana even if the 2nd hit whiffs. Its not nearly as spammable as moving shot.

    But it has the potential of being extremely overpowered when RNG god smiles.

    Like many specials in game thats overpowered due to the facts that they are ranged.
     
  4. Splup

    Splup Guest

    Hmm... On other hand you need to land both shots and then get lucky with hitspells. On the other hand, hitting cursed target (conc weapon) with these can make almost 100 damage which is ridiculous.

    Go figure.
     
  5. G.v.P

    G.v.P Stratics Legend
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    Like WarUltima says, and should I bring up, remember when Double Strike always did two hits when it succeeded? And remember when it was changed so the RNG controlled both hit chances? Everyone stopped using it. At least a Yumi is fated by the RNG.

    Some specials are altered by velocity/hit spell, like for example, I made the mistake of adding velocity to a Spider slayer bow and the result is when I do an Armor Ignore, if the Velocity hits, the AI damage does not work and instead the bow shoots a regular shot. So for anyone PvMing, at least, and interested in their next bad ass wep, just keep in mind "slayer, mana leech" haha.
     
  6. Farsight

    Farsight Crazed Zealot
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    Maths:
    Yumi double shot min damage (assume hit, 115 tactics, 100 str, 100 anatomy, defender with 70 resist where appropriate)
    18

    Yumi double shot maximum damage (assume all of the above):
    22*2+8*2+7*2= 74

    Percentage of hits where either of the above can happen: 6.25% (assuming 50% hit spell) (50% hit spell) calculated 4 times.

    Average double hit damage: 46

    To put that in perspective, the old favorite complaint, armor ignore, does 35 damage + 8 for velocity (assuming distance) + 7 for fireball = 50 damage and hits for the max 25% of all hits (50% hit spell calculated twice)

    After that, if you want to do more damage on average, you need a specialized template to take advantage of certain tactics (i.e. necromancy and 100% poison bows).

    All information in the above post is based on test centering and math. No actual players were harmed in the collection of this information.