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2-06-2009 @ 3:25AM
Is it just me or is there no way that the announced Piercing Shots is going live like that? It's Deep Wounds all over again.Deep Wounds is a bleed for half weapon damage over six seconds when you you crit. Subsequent crits would renew the buff which SOUNDS like it's going to be this beautiful bleed that just keeps ticking away for the whole fight. Sadly, raiding DPS warriors could regularly crit again before the first time it ticks and the renew would reset the time until the first tick. They sped it up to a 1s tick which meant it would usually at least get one tick in before it got refreshed as long as the yellow attacks were roughly synced up with the whites, but it was still lame. Now it stacks. Sort of. It actually replaces the existing deep wounds debuff with a bigger one rather than having an increasing stack size, but the effect is the same and having it tick for multiple thousands under the influence of Loatheb's spores is probably typical.Anyhoo... on to why the new piercing shots doesn't look right. Piercing shots is currently a 100% chance to bleed for 30% over 8s on the three most popular special attacks. Deep Wounds is allowed to stack because a 6s streak with no crits actually happens often enough that the stack gets dropped before it gets too big. I can't imagine an MM hunter going for 8 seconds without casting steady, aimed or chimera shot if the target's not actually dead at the time so the stack would never get dropped so the stacking option just isn't realistic. The renewing option is lame for the same reason as it was for deep wounds; you'll be resetting it in the first one or two ticks and getting at most a quarter of the bonus damage from most of the shots. If it's on a 1s tick that promised 30% is really 3.75% of a shot before you renew it 1.5s later.
2-06-2009 @ 4:53AM
Hmm, it's just occurred to me that the intent here might actually be for 3/3 piercing shots to just add an extra 3.75% to those shots, with a bit extra if you don't get to shoot again straight away because you have to move or whatever. Fits with the "1% extra damage per talent point" philosophy we've heard of previously, at least.
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