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Then what about RXB? You can only get +1 critical multiplier, that's all, and it requires you to be at least level 18 Rogue. Even a GXB user can have TWO more critical range (inate) and ONE more critical multiplier (Mechanic C5) and there is NO Doubleshot penalty, which means far far far more burst DPS if you can get 'No Holds Barred' enhancement from inquisitive. A DXB user can have +1 to both critical range and critical multiplier since character level 12. A 6 level Ranger can get up to 45 RP/DS for every bow on their hand at level 30. But it's still a kind of unfairness.Ī plain and non-named bow can have 17-20/×5 critical profile now. It's not a big gap/problem when there is no DXB, when there is no bow-revamp, when GXB is not popular among the players. This is my viewpoint of Doubleshot penalty on RXB since its first release, years ago. Less ammunition from DS per unit time means RXB benifit less Damage per Second from DS! But due to the rather slow RXB attack animation, that means RXB shoot less ammunition than other ranged style per unit time. According to this formula, RXB can shoot average 1 more bolt in each attack animation. You can treat each RXB attack animation as a minor burst DPS. Overally, RXB shoot more plain bolts (before counting critical profile) than other ranged style per unit time, at a cost of fewer attack animations. But all types of ranged attack animations (Bow/XB/DXB/GXB/RXB) differentiate from each other, and it's a huge difference.įor Repeating Crossbows, it has a far more slower animation than others due to its powerful inate ablity to fire 3 bolts in a row, which can easily kill almost everything in low-mid level contents. Ranged attack uses a same attack animation for all attacks (except for same active abilities, such as Manyshot) in a specific type of ranged attack (Bow/XB/DXB/GXB/RXB). Unlike melee attack, ranged attack does not have the concept of Attack Sequence, which leads to 4 animations while standing still and 2 animations while moving. Repeating Crossbows really need a buff now.Īs we all know, each fighting style in DDO has its unique Attack Animation.
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Looks reasonable? But it's not true, it's totally unfair. The intention of the design which applies only 1/3 of Doubleshot value to Repeating Crossbows is because Repeating Crossbows can fire 3 bolts in a row. I'd highly recommend using Unbreaking and/or Mending if I were you.Repeating Crossbows have been underpowered for years since Doubleshot finally fixed on this play style. This means it will essentially fall apart in the users hands. For every arrow shot, the repeating crossbow's durability decreases. Second, it has half the durability (163 on Java and 232 on Bedrock) of the base crossbow. The repeating crossbow also has a maximum range of 50 blocks.įirst of all, the arrows fired from it deal zero knockback to mobs. Quick charge is the only crossbow enchantment the repeating crossbow can have.
Repeating crossbow full#
So when you load it, 32 or 64 arrows are instantly consumed, and it can then be fired full auto until it runs out, then you have to repeat the process. The repeating crossbow is loaded once every 32 arrows, but with quick charge III it becomes 64 arrows. I'd recommend using tipped arrows in some fashion to really make the most of the repeating crossbow. BUT the quick charge enchantment increases it by 4 arrows per second for each level, so quick charge III will be a total of 20 arrows per second, so if every arrow hits you will deal 10 hearts of damage. The repeating crossbow does half a heart per arrow, and has a fire rate of 4 arrows per second. They weren't very lethal on their own, so the arrows were tipped with poison in order to augment their effectiveness. They were invented by the Chinese in an age long past. This is based on the repeating crossbows that actually did/do exist.
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