Because of Longbow which is worse than I expected I’ve decided to run some tests with different kind of weapons. Tests are made on dummies because Victor didn’t catch enough test subjects. Tests were run with basic items on lvl 17 Kruber, ending with 175 hero power.
Hunter’s Prowl works ONLY with ranged weapons, removing ammo consumption and increasing damage. I’ve found “disappearing from sight” not working as intended (many times got attacked even when the ability was active and I was hidden) and “ambush” description misleading. Ability starts right after You use it, not when You start shooting.
Longbow
- ammo: 30
1.Normal mode (LMB spam):
- 1200/1675 damage to a normal dummy (body/head)
- 300/425 damage to an armored dummy (body/head)
- 13 shots per 10s
2.Quick charged mode (RMB on hold, LMB spam):
- 1475/3350 damage to a normal dummy (body/head)
- 1200/2675 damage to an armored dummy (body/head)
- 10 shots per 10s
3.fully charged mode:
Summary
(To be sure that it’s fully charged, You can wait until zoom but there is the period of time before zoom when a bow is already charged- basically when right-hand gets out of vision, so it’s tricky. there is even another period of time before that, lowering damage a little, so I’ll use hand-out-of-sight mode)
- 2225/3775 damage to a normal dummy (body/head)
- 1675/2850 damage to an armored dummy (body/head)
- 6 shots per 10s
Prowl mode
1.Normal mode:
- 3275/6175 damage to a normal dummy (body/head)
- 1000/2000 damage to an armored dummy (body/head)
- 8 shots during the prowl
2.Quick charged mode:
- 3700/12050 damage to a normal dummy (body/head)
- 2075/6525 damage to an armored dummy (body/head)
- 6 shots during the prowl
3.fully charged hand-out-of-sight mode:
- 6000/12450 damage to a normal dummy (body/head)
- 4175/8400 damage to an armored dummy (body/head)
- 4 shots during the prowl
Blunderbuss
Damage written is per pellet, not per shot
-
ammo: 18
-
pellets: 10
-
750/975 damage to a normal dummy (body/head)
-
225/300 damage to an armored dummy (body/head)
-
5 shots per 10s
Prowl mode
- 1525/2350 damage to a normal dummy (body/head)
- 500/775 damage to an armored dummy (body/head)
- 4 shots during the prowl
Handgun
-
Ammo:18
-
2225/3775 damage to a normal dummy (body/head)
-
2225/3775 damage to an armored dummy (body/head)
-
4 shots per 10s
Prowl mode
- 5075/9900 damage to a normal dummy (body/head)
- 4100/7875 damage to an armored dummy (body/head)
- 4 shots during the prowl
Repeater handgun
Outdated damage vs. armored due to patch 1.0.6
-
ammo: 48
-
round: 8
-
1300/1825 damage to a normal dummy (body/head)
-
425/575 damage to an armored dummy (body/head)
-
normal mode: 16 shots per 10s
-
wind up mode: 24 shots per ~10s (10.11s when I measured)
Prowl mode
- 2400/4200 damage to a normal dummy (body/head)
- 775/1375 damage to an armored dummy (body/head)
- normal mode: 9 shots during the prowl
- wind up mode: 16 shots during the prowl
Total damage during prowl ranking
I. Body shots vs flesh
1.Blunderbuss- 61000
2.Repeater handgun- 38400 with wind up
3.Longbow-26200 with normal attacks
4.Handgun-20300
II. Headshots vs flesh
1.Blunderbuss- 94000
2.Longbow- 72300 with quick-charged mode
3.Repeater handgun- 67200 with wind up
4.Handgun- 39600
III. Body shots vs armor
1.Blunderbuss- 20000
2.Longbow- 16700 with fully charged mode
3.Handgun- 16400
4.Repeater handgun- 12400 with wind-up
IV. Headshots vs armor
1.Longbow-37512 with quick-charged mode
2.Handgun- 31500
3.Blunderbuss- 31000
4.Repeater handgun- 22000 with wind-up
Conclusions
Somehow I prefer Longbow. Probably worst accuracy from all snipers, a full charge is not beneficial for damage, blocks movement and increases accuracy only slightly. I’m using talent for reduced weapon spread “on target” to get decent accuracy. Increased reload speed doesn’t increase bow speed.