IlIllI
04-25-2021, 08:57 AM
I tested the new manyshot to try and understand what is really happening.
Method used to measure: consumable arrows. Secondary stats: 15% ranged power (nerfed from 20% preU49).
Over a 60 second timed period:
New Manyshot = 7 clicks (3 to start with + 4 recharges) = 75 arrows used
Without manyshot = 68 arrows used.
This is consistent with the idea that the New manyshot isn't actually shooting 3 arrows (to replace 1) - it is actually shooting 3 arrows to replace 2 because the clickie takes 2 seconds to proc.
If the clickie had no effect on "normal" arrow firing - i.e. was a straight overlay - we should see a larger consumed arrow difference unless the manyshot clickie doesn't use arrows (which is not true, tested and new Manyshot consumes 3 arrows).
So the new Manyshot is actually only adding 1 extra arrow per click to output - however, the 3 arrows it shoots are +1 crit range and +1 crit mult and can doubleshot. Side note: doubleshot apparently does not consume extra arrows. Tested with 90.5% doubleshot; 5 arrows shot consumed...5 arrows.
Comparing to pre-U49 using the above consumed arrow throughput numbers:
1 minute
Old Manyshot: 72 base shots per minute. 120 DS added by Manyshot for 20 seconds = 28.8 arrows on top of that = 100.8 arrows . 52.8 of these arrows with 4xBAB ranged power
New Manyshot: 69 base shots per minute (base/feat based ranged alacrity reduced). 7 extra arrows added by 7 clickie manyshots (3 to start plus 4 recharged) = 76 arrows. 21 of these arrows have +1 crit range and crit mult.
So extra arrows depends on level:
L1 = 77.14 arrows. 21.32 of these arrows have +1 crit range and mult.
L10 = 87.4 arrows. 24.15 of these arrows have +1 crit range and mult.
L20 = 98.8 arrows, 27.3 of these arrows have +1 crit range and mult.
2 minute
Old Manyshot: 72 base shots per minutex2 = 144 arrows. 120 DS added by Manyshot for 20 seconds = 28.8 arrows on top of that = 172.8 arrows. 52.8 arrows with 4xBAB ranged power
New Manyshot: 69 base shots per minute (base/feat based ranged alacrity reduced) x2 = 138 arrows. 12 extra arrows added by 12 clickie manyshots (3 to start plus 4 recharged). All of these 150 arrows are doubleshot +1.5xBAB.
So extra arrows depends on level:
L1 = 152.25 arrows. 36.54 of these arrows have +1 crit range and mult.
L10 = 172.5 arrows. 41.4 of these arrows have +1 crit range and mult.
L20 = 195 arrows. 46.8 of these arrows have +1 crit range and mult.
As you can see here - a PreU49, pre Epic ranger would output more arrows over all scenarios except L20/2 minute combat. Ranged power adds, overall, are likely higher at low levels with old Manyshot but higher at higher levels for new Manyshot.
What about the BABx4 vs. +1 crit range mult?
For BAB 20 = L20:
PreU49 - the +80 ranged power is .8 more damage x3 (base bow multiplier) = 5.4x crit damage.
PostU49 - 1.5xBAB added to ranged power x4 multiplier = 5.2x crit damage
So crit damage per arrow (new vs. old manyshot) is fairly close, but the old Manyshot would yield more arrows in almost every scenario outlined above.
But my inescapable conclusion is that for under 20 - the new Manyshot is a major nerfing in every possible respect: worse burst damage, worse overall damage, fewer arrows in most scenarios etc.
Why? 2 reasons:
1) If you're low level, you aren't confirming the criticals all the time. Is it 50%? Less? either way, the confirmation percentage would affect overall damage dramatically. And vs. critters with fortification - the crits go away completely at low levels (undead, constructs etc). New Manyshot is heavily dependent on crit mult increases.
2) If you're higher level: because you could stack effects with the old manyshot. While old manyshot was active, you could have a guaranteed extra arrow with an extra 20% chance for a 3rd arrow - tacked onto the bonuses for sniper shot, aimed shot, executioner's shot, etc etc. The new manyshot: you cannot stack anything with it whatsover. Yes, you get a little back (presumably) with increased doubleshot, but the increased doubleshot is, at best, +45% at L30 vs. +120% with old Manyshot. Clearly better for long fights, clearly worse for burst and short fights. And burst will make for shorter fights, in general.
3) For super optimized, L29+ characters, the overall higher doubleshot and ranged power of old Manyshot was only an incremental benefit. If you have 350+ ranged power and 110%+ doubleshot to start with - +80 RP and +120 DS for 20 seconds isn't a big deal vs. +45 RP and +45 DS all the time with the new Manyshot clickie - and your high confirmation/high W/high base damage+bonus/high forti bypass damage benefits enormously from the many extra +crits.
More importantly: If you're doing R10 and/or raids and the bosses have millions of hps - the ability to put out 20 seconds of massive destruction doesn't really matter.
I'm building a spreadsheet to get a sense of what the actual numerical deltas might be - incorporating Cannith3b numbers as stand-ins for item +DS, RP etc and adding in feat and stat damage impact. That will be upcoming.
In the meantime - please let me know if I've made mistakes in the above or feed back on the crit confirmation area. Documentation on how precisely crit confirmation works is really scanty.
Method used to measure: consumable arrows. Secondary stats: 15% ranged power (nerfed from 20% preU49).
Over a 60 second timed period:
New Manyshot = 7 clicks (3 to start with + 4 recharges) = 75 arrows used
Without manyshot = 68 arrows used.
This is consistent with the idea that the New manyshot isn't actually shooting 3 arrows (to replace 1) - it is actually shooting 3 arrows to replace 2 because the clickie takes 2 seconds to proc.
If the clickie had no effect on "normal" arrow firing - i.e. was a straight overlay - we should see a larger consumed arrow difference unless the manyshot clickie doesn't use arrows (which is not true, tested and new Manyshot consumes 3 arrows).
So the new Manyshot is actually only adding 1 extra arrow per click to output - however, the 3 arrows it shoots are +1 crit range and +1 crit mult and can doubleshot. Side note: doubleshot apparently does not consume extra arrows. Tested with 90.5% doubleshot; 5 arrows shot consumed...5 arrows.
Comparing to pre-U49 using the above consumed arrow throughput numbers:
1 minute
Old Manyshot: 72 base shots per minute. 120 DS added by Manyshot for 20 seconds = 28.8 arrows on top of that = 100.8 arrows . 52.8 of these arrows with 4xBAB ranged power
New Manyshot: 69 base shots per minute (base/feat based ranged alacrity reduced). 7 extra arrows added by 7 clickie manyshots (3 to start plus 4 recharged) = 76 arrows. 21 of these arrows have +1 crit range and crit mult.
So extra arrows depends on level:
L1 = 77.14 arrows. 21.32 of these arrows have +1 crit range and mult.
L10 = 87.4 arrows. 24.15 of these arrows have +1 crit range and mult.
L20 = 98.8 arrows, 27.3 of these arrows have +1 crit range and mult.
2 minute
Old Manyshot: 72 base shots per minutex2 = 144 arrows. 120 DS added by Manyshot for 20 seconds = 28.8 arrows on top of that = 172.8 arrows. 52.8 arrows with 4xBAB ranged power
New Manyshot: 69 base shots per minute (base/feat based ranged alacrity reduced) x2 = 138 arrows. 12 extra arrows added by 12 clickie manyshots (3 to start plus 4 recharged). All of these 150 arrows are doubleshot +1.5xBAB.
So extra arrows depends on level:
L1 = 152.25 arrows. 36.54 of these arrows have +1 crit range and mult.
L10 = 172.5 arrows. 41.4 of these arrows have +1 crit range and mult.
L20 = 195 arrows. 46.8 of these arrows have +1 crit range and mult.
As you can see here - a PreU49, pre Epic ranger would output more arrows over all scenarios except L20/2 minute combat. Ranged power adds, overall, are likely higher at low levels with old Manyshot but higher at higher levels for new Manyshot.
What about the BABx4 vs. +1 crit range mult?
For BAB 20 = L20:
PreU49 - the +80 ranged power is .8 more damage x3 (base bow multiplier) = 5.4x crit damage.
PostU49 - 1.5xBAB added to ranged power x4 multiplier = 5.2x crit damage
So crit damage per arrow (new vs. old manyshot) is fairly close, but the old Manyshot would yield more arrows in almost every scenario outlined above.
But my inescapable conclusion is that for under 20 - the new Manyshot is a major nerfing in every possible respect: worse burst damage, worse overall damage, fewer arrows in most scenarios etc.
Why? 2 reasons:
1) If you're low level, you aren't confirming the criticals all the time. Is it 50%? Less? either way, the confirmation percentage would affect overall damage dramatically. And vs. critters with fortification - the crits go away completely at low levels (undead, constructs etc). New Manyshot is heavily dependent on crit mult increases.
2) If you're higher level: because you could stack effects with the old manyshot. While old manyshot was active, you could have a guaranteed extra arrow with an extra 20% chance for a 3rd arrow - tacked onto the bonuses for sniper shot, aimed shot, executioner's shot, etc etc. The new manyshot: you cannot stack anything with it whatsover. Yes, you get a little back (presumably) with increased doubleshot, but the increased doubleshot is, at best, +45% at L30 vs. +120% with old Manyshot. Clearly better for long fights, clearly worse for burst and short fights. And burst will make for shorter fights, in general.
3) For super optimized, L29+ characters, the overall higher doubleshot and ranged power of old Manyshot was only an incremental benefit. If you have 350+ ranged power and 110%+ doubleshot to start with - +80 RP and +120 DS for 20 seconds isn't a big deal vs. +45 RP and +45 DS all the time with the new Manyshot clickie - and your high confirmation/high W/high base damage+bonus/high forti bypass damage benefits enormously from the many extra +crits.
More importantly: If you're doing R10 and/or raids and the bosses have millions of hps - the ability to put out 20 seconds of massive destruction doesn't really matter.
I'm building a spreadsheet to get a sense of what the actual numerical deltas might be - incorporating Cannith3b numbers as stand-ins for item +DS, RP etc and adding in feat and stat damage impact. That will be upcoming.
In the meantime - please let me know if I've made mistakes in the above or feed back on the crit confirmation area. Documentation on how precisely crit confirmation works is really scanty.