Asheras wrote on Oct 20
th, 2015 at 10:49pm:
I agree that the changes will result in more base weapon damage due to the combination of double shot and RP over the 120 second cycle, assuming you make even a moderate investment in double shot. But the fact remains that the number of missiles fired is significantly reduced. Approximately 20%. Or more. Depending on your double shot.
Losing that many arrows resume in a lot of lost procs. It's more than the base weapon damage alone in several cases. Especially when players were combining other, limited duration helpless/paralyzed features and or IPS with many shot to get even more DPS.
I get that the devs don't want to support that play style. They've come out and said they know they are negatively impacting it and that was a design goal. Which is fine. It's their game and they choose what play styles they want to be viable. But that also, by definition, makes it a nerf to those builds.
Aye, the dmg per shot is relatively the same over all, and in cases of more than 20% doubleshot you are doing more dmg per shot than before, minus the added proc chances.
You mention the helpless/paralyzed feature, which is a good thing to look at. 4 arrows, at say 200 dmg each? (im sure its more than this considering my shurikens are doing 210-250 atm and they are 1d2, not 1d8/10/12) 200 * the 30% helpless dmg (sense weakness) is 260 dmg per arrow base * 4 comes to 1040 un-modified dmg. now factor 2 arrows with 96% additional DMG from RP, 392 dmg per shot * 30% * 2 - 1019 dmg. is it a loss of dmg, yes.. Is it enough to cry and throw a tantrum, not really..
Everyone with a brain already knew that such tactics as the Slayer Arrow + Manyshot + Fury were overperforming, by a lot. It should come to no surprise that it got tweaked down. Be lucky they did not change fury to only work with melee like they had planned to a year ago.