jaclashflash, on 01 April 2012 - 07:59 PM, said:
If shatter is not guided, then there is almost no situation that its better that one of the other choices.
You need 1.5 out of the 3 arrows to hit, just to make the runeskill better than the unruned hungering arrow.
You need all 3/3 arrows to hit for it to put out as much dmg as say puncturing.
For it to put out as much damage as say Puncturing does
over time. Puncturing has to pierce 3 times for it to do as much damage as Shatter does. I will assume that all the arrows will hit because if I were to choose it I would only be firing it into gigantic swarms.
Shatter is more "bursty" in nature against larger packs. I see it as a fair trade off and something worth considering before dismissing it.
So mathematically it may not be better, but when looking at the speed in which it delivers it's damage, it should get more credit imo.
Sumsarr, on 01 April 2012 - 10:21 AM, said:
Anyway, shooting hungering arrow with shatter on 4 mobs is no guarantee that the shots will hit. Mobs might:
- flee
- burry
- fly
- go invis
- die from merc
- die from teamate
- die from companion
- die from trap
- die from dot
Of course all of this can happen with other runes as well, but as they only require 1 target (instead of 4) to maximize their efficiency they will be less likely to be affected...
Like I said earlier though, it really shouldn't be used against a group that small. It's potential lies in using it against hordes of monsters.
The damage is also practically instant opposed to Devouring, Puncturing, and Cinder runes "ramping up" to do their full damage (they have to move along single targets at a time before landing at their full potential).
So you trade off single target / small pack viability for large-pack-burst damage.
Edited by Glowyrm, 02 April 2012 - 04:43 PM.