Multiple nonrange careers are capable of extreme ammo sustain rivaling or even succeeding their range counterpart.
(Suggested solutions at the bottom)
WHC - 20% crit + always prepared + Volley Crossbow/Repeater Pistol
(+ Wild Fervor + Animosity)
HM - 20% crit + Quiver of Plenty + Swiftbow (+ Power from Pain)
Merc - Helborgs Tutelage + Black Market Supplies + Repeater Handgun
Zealot - smite + Volley Crossbow
Shade - 20% crit + repeater crossbow/Swiftbow (+guaranteed crit from infiltrate)
An ammo pool of 30-49 will lead to 2 ammo per crit with scrounger
An ammo pool of 50-69 will lead to 3 ammo per crit with scrounger
An ammo pool of 70-89 will lead to 4 ammo per crit with scrounger
Quick formula for effective ammo:
Max ammo / (1- crit chance*rounded(ammo per scrounger proc)
To show how effective these combos are i did the math below.
VXBow + 20% crit:
45/1-0.2*2 = 75 effective ammo
VXBow + Always Prepared + 20% crit:
59/1-0.2*3 = 147,5 ~ 147 effective ammo
RP + 20% crit:
40/1-0.2*2 = 66.67 ~ 66 effective ammo (considering no altfire used)
RP + Always Prepared + 20% crit:
52/1-0.2*3 = 130 effective ammo (considering no altfire used)
Swiftbow + 20% crit:
50/1-0.2*3 = 125 effective ammo
Swiftbow + Quiver of Plenty + 20% crit:
70/1-0.2*4 = 350 effective ammo
Repeater Handgun + Helborgs Tutelage (~20% crit):
40/1-0.2*2 = 66,67 ~ 66 effective ammo
Repeater Handgun + Helborgs Tutelage (~20% crit) + Black Market Supplies:
52/1-0.2*3 = 130 effective ammo
Of course mileage may differ, as not every crit shot necessarily hits an enemy and procs scrounger, but his is all without even considering pseudo random distribution and talents/passives like Call out Weakness (5%), Wild Fervor (5%), Animosity (25%), and Power from Pain (5-25%) that increase crit chance (and therefore effective ammo) even further.
With the duration increase to Power from Pain, HM can have on demand 45% crit chance without assistance of another teammember.
This pushes her to a level, where she on average GAINS 0.8 ammo per shot.
Same goes for WHC with Animosity (albeit less ammo and for a shorter timeframe with long CD)
I thought about multiple solutions for this problem. (Internal CD on scrounger, scrounger calculates from base ammo, changing ammo, crit limit on range, etc.)
The only one i found that wouldn’t negatively affect other careers in their damage and/or ammo efficiency is this:
- Replace all three + % ammo talents.
- it creates rediculous high synergy with high crit and scrounger.
- They let these careers creep into range career territory, while still being superior in melee.
- Animosity and Power from Pain only affect melee crit chance.
- this disables WHC/HM from reaching crit breakpoints where they actively start generating ammo.
I think both are needed.
What do you guys think? good/bad Ideas? Or am I overreacting on this topic?