To those that are (rightly) questioning how applicable my methodology was, I present "player", the level 50 cornac archer. I cheat-leveled to 50, teleported to the bottom of Dreadfell, and generated 20 purples for each equipment slot, choosing the best (subjective, biased towards more damage) of each set. Here are the results:
relevant stats (unchanging): +14% physical damage, 228% crit multiplier, 29 capacity quiver, 6 reloads per turn, 30 damage on hit
Damage per hit = (char sheet display) * (1.2 for damage range average) * (1.00 + 1.28 * crit rate) * physical damage mult + damage on hit total
Normal: 168 * 1.2 * 1.24 * 1.14 + 30 = 315 damage per hit * 1/0.8 = 394 damage per turn
Aim: 179 * 1.2 * 1.99 * 1.14 + 30 = 517 damage per hit * 1/1.0667 = 485 damage per turn
Rapid Shot: 163 * 1.2 * 1 * 1.14 + 30 = 259.8 damage per hit * 1/0.4848 = 536 damage per turn
Anything with 38 or less armour and 44 or less DEF still is always hit for full damage by rapid shot.
Now, against some enemies (note, I won't be showing my work anymore, if you are curious, just ask).
Shots to kill = average damage per shot / HP, rounded up.
Orc Berserker: 1250 HP, 23/55% armour, 17 DEF, 10% crit reduction
Normal: 286 damage per hit, 5 shots to kill, 4 turns to kill
Aim: 485 damage per hit, 3 shots to kill, 3.2 turns to kill
Rapid: 260 damage per hit, 5 shots to kill, 2.424 turns to kill.
Patchwork Troll: 2500 HP, 60/30% armour, 17 DEF, 0% crit reduction
Normal: 287 damage per hit, 9 shots to kill, 7.2 turns to kill
Aim: 516 damage per hit, 5 shots to kill, 5.33 turns to kill
Rapid: 223 damage per hit, 12 shots to kill, 5.81 turns to kill
Orc High Cryomancer: 1200 HP, 0/30% armour, 9 DEF, 0% crit reduction
Normal: 316 damage per hit, 4 shots to kill, 3.2 turns to kill
Aim: 516 damage per hit, 3 shots to kill, 3.2 turns to kill
Rapid: 253 damage per hit, 5 shots to kill, 2.424 turns to kill
This is a much more thorough analysis, though I still left off talent use and other build options.
EDIT to add commentary: This turned out much more even than I was initially thinking. Aim scales better than Rapid Shot with equipment that boosts some stats (dex, crit rate, crit multiplier), and slightly worse with others (STR/physical power, damage on hit). I believe that a build that focused on defensive options rather than kill power would take a bigger hit to Aim damage per turn than to Rapid Shot damage, due to lowered crit rate and smaller bonuses from Aim from lower DEX.
Character Dump (not validated, obviously) (also, disregard the high HP and +all damage, they do not affect the results).
Code: Select all
[ToME4 @ www.te4.org Character Dump]
Sex : Male STR: 84
Race : Cornac DEX: 79
Class : Archer MAG: 10
Level : 50 WIL: 19
Exp : 0% CUN: 20
Gold : 1444.74 CON: 71
Accuracy(Main Hand): 70 Life : 100244/100244Encumbrance : 95/191
Damage (Main Hand): 168 Stamina : 270/270 Difficulty : Normal
Permadeath : Adventure
APR (Main Hand): 38
Crit (Main Hand): 19%
Speed (Main Hand): 0.80
Range (Main Hand): 11
Fatigue : 18% Spellpower : 10
Armor : 21 Spell Crit : 4%
Armor Hardiness : 30% Spell Speed : 1
Defense : 28.075
Ranged Defense : 28.075
All damage : 100000%
Physical damage : 100014%
Physical Save : 42.75
Spell Save : 11.15
Mental Save : 18.65
All Resists: 15%
Arcane Resist(cap): -5%( 70%)
Fire Resist(cap): 30%( 70%)
Cold Resist(cap): 34%( 70%)
Lightning Resist(cap): 32%( 70%)
Acid Resist(cap): 26%( 70%)
Confusion Resistance: 38%
Disarm Resistance: 46%
Pinning Resistance: 10%
Number of NPC killed: 65
Most killed NPC: dread (14)
[Talents Chart]
- Technique / Archery - bows (mastery 1.30)
Bow Mastery (class) 10/10
Piercing Arrow (class) 0/5
Dual Arrows (class) 0/5
Volley of Arrows (class) 0/5
- Technique / Archery - slings (mastery 1.30)
Sling Mastery (class) 0/10
Eye Shot (class) 0/5
Inertial Shot (class) 0/5
Multishot (class) 0/5
- Technique / Archery training (mastery 1.30)
Steady Shot (class) 5/5
Aim (class) 5/5
Rapid Shot (class) 5/5
Relaxed Shot (class) 0/5
- Technique / Archery prowess (mastery 1.30)
Flare (class) 1/5
Crippling Shot (class) 0/5
Pinning Shot (class) 0/5
Scatter Shot (class) 0/5
- Technique / Field control (mastery 1.00)
Disengage (generic) 0/5
Track (generic) 0/5
Heave (generic) 0/5
Slow Motion (generic) 0/5
- Technique / Combat veteran (mastery 0.90)
Quick Recovery (class) 0/5
Fast Metabolism (class) 0/5
Spell Shield (class) 0/5
Unending Frenzy (class) 0/5
- Technique / Combat training (mastery 1.30)
Thick Skin (generic) 5/5
Armour Training (generic) 10/10
Combat Accuracy (generic) 10/10
Weapons Mastery (generic) 0/10
Knife Mastery (generic) 0/10
- Cunning / Survival (mastery 1.00)
Trap Handling (generic) 0/5
Heightened Senses (generic) 0/5
Piercing Sight (generic) 0/5
Evasion (generic) 0/5
[Inscriptions (2/3)]
Infusion: Wild
Infusion: Regeneration
[Current Effects]
[Character Equipment]
In main hand
a) thaloren dragonbone longbow of true flight
Type: weapon / longbow
It must be held with both hands.
Physical crit. chance: +6.0%
Attack speed: 80%
Firing range: +11
Travel speed: +200%
When wielded/worn:
Changes damage: +14% physical
Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
In off hand
On fingers
b) gladiator's voratun ring of warding
Type: jewelry / ring
When wielded/worn:
Physical power: +9
Changes stats: +6 Str / +6 Con
Changes resistances: +9% fire / +11% cold / +11% lightning / +7% acid
c) gladiator's voratun ring of warding
Type: jewelry / ring
When wielded/worn:
Physical power: +9
Changes stats: +7 Str / +5 Con
Changes resistances: +9% fire / +11% cold / +9% lightning / +6% acid
Around neck
d) warmaker's voratun amulet of murder
Type: jewelry / amulet
When wielded/worn:
Accuracy: +8
Armour penetration: +5
Physical crit. chance: +4.0%
Changes stats: +6 Str / +6 Dex / +4 Wil
Changes resistances: -23% arcane
Critical mult.: +14.00%
Spell save: -8
Light source
e) nightwalker's alchemist's lamp of illusion
Type: lite / lite
When wielded/worn:
Physical crit. chance: +3.0%
Physical power: +5
Defense: +4
Changes stats: +3 Wil
Physical save: +9
Spell save: +9
Mental save: +5
Light radius: +3
Main armor
f) marauder's drakeskin leather armour of Toknor (5 def, 8 armour)
Type: armor / light
When wielded/worn:
Physical crit. chance: +3.0%
Physical power: +5
Armour: +8
Defense: +5
Fatigue: +8%
Changes stats: +3 Str / +3 Dex
Critical mult.: +13.00%
Physical save: +5
Disarm immunity: +15%
Cloak
g) murderer's elven-silk cloak of warlust (3 def, 0 armour)
Type: armor / cloak
When wielded/worn:
Accuracy: +5
Armour penetration: +7
Physical crit. chance: +2.0%
Physical power: +3
Defense: +3
Changes stats: +3 Cun / +4 Dex
Disarm immunity: +6%
Confusion immunity: +13%
On head
h) champion's voratun helm of trickery (0 def, 5 armour)
Type: armor / head
When wielded/worn:
Armour penetration: +5
Armour: +5
Fatigue: +5%
Changes stats: +2 Str / +3 Dex / +2 Wil / +3 Cun
Confusion immunity: +15%
Light radius: +1
Around waist
i) monstrous drakeskin leather belt of recklessness
Type: armor / belt
When wielded/worn:
Physical power: +10
Critical mult.: +21.00%
Disarm immunity: +10%
Confusion immunity: +10%
Size category: +1
On hands
j) archer's voratun gauntlets of mighty criticals (0 def, 3 armour)
Type: armor / hands
When wielded/worn:
Accuracy: +8
Armour: +3
Changes stats: +2 Cun / +3 Dex
Critical mult.: +30.00%
On feet
k) blood-soaked pair of drakeskin leather boots of invasion (0 def, 5 armour)
Type: armor / feet
When wielded/worn:
Armour penetration: +3
Physical crit. chance: +1.0%
Physical power: +6
Armour: +5
Fatigue: +5%
Changes resistances penetration: +5% physical
Disarm immunity: +15%
Pinning immunity: +10%
Tool
l) overpowered ash totem of cure illness [power 3] (34 cooldown)
Type: charm / totem
It can be used to removes up to 3 diseases from the target, placing all other charms into a 34 cooldown.
Dropped by Sandworm Queen
Quiver
m) battle-ranger's quiver of dragonbone arrows of the elements (29/29, 53.5-74.9 power, 18 apr)
Type: ammo / arrow
Base power: 53.5 - 74.9
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Armour Penetration: +18
Physical crit. chance: +3.0%
Capacity: 29
Damage when this weapon hits(ranged): +9 acid / +7 lightning / +7 ice / +7 fire
When wielded/worn:
Ammo reloads per turns: +2