
Originally Posted by
hit_fido
That's a good start, here's how I'd try to simplify and present it. Let's use that 2015 thread and assume the rate of fire for a repeater is still accurate (is it though? I'm guessing it could be different, but it may be different in a direction that adds or subtracts to the argument, so I'm just using it for convenience, it would be great to get a newer Carpone-ish set of data).
That thread states a repeater puts out 169 bolts in a minute for a similar scenario. Carpone's figures are in seconds to shoot 200 bolts so convert his numbers and you get:
repeater: 169/m
non-repeater: 88/m
"dual"-style: 153/m
For 60% doubleshot:
repeater: 202 (each bolt has a 20% change of doubling)
non-repeater: 140 (each bolt has a 60% chance of doubling)
"dual"-style: 244 (each bolt has a 60% chance of doubling)
For 21% doubleshot:
repeater: 180 (7% change of doubling)
non-repeater: 106 (21% chance of doubling)
"dual"-style: 185 (21% chance of doubling)
So that is interesting to me, since at 21% doubleshot the dual style rate of fire is only a little faster, while at 60% doubleshot dual style comes out about 20% faster, which at that point justifies saying there's a "significant difference" in rate of fire. I'm not sure what level players start hitting 60% doubleshot (or even much higher, is sustained 100% possible?). I'm fairly casual and managed to get to about 56% at level 30. What does a modestly above average player reach by level 12, level 20, level 30?
I skimmed the other thread and it seems a number of people here and there intuitively suggest doubleshot is an issue; when you look at the numbers this way, and granted this may be simplistic, it's a good argument for applying the same doubleshot penalty to dual style as you have for repeaters. How that would look:
For 60% doubleshot, with doubleshot penalty:
repeater: 202 (20% change of doubling)
non-repeater: 140 (60% chance of doubling)
"dual"-style: 198 (30% chance of doubling)
For 21% doubleshot with doubleshot penalty:
repeater: 180 (7% change of doubling)
non-repeater: 106 (21% chance of doubling)
"dual"-style: 169 (~10% chance of doubling)
In that case, dual style is at a little less rate of fire than repeaters. Then you could make a similar numbers-based argument about whether the other stuff would still be over performing.
Also, how many unintended "features" are at work in the tree at this point? I gather from other posts that the no holds barred works with great crossbows even though the text makes it sound like it should be limited to plain light/heavy. I imagine that's because the quickest implementation path was to copy and rename endless fusillade. Personally, I'd be fine with them limiting that to light/heavy repeaters and keep to artificers with endless fusillade that sort of advantage or difference for being able to use a great crossbow when so boosted. At minimum the feature text should match the actual behavior...