(→Notes) |
(→Notes: lol grammmmer) |
||
Line 34: | Line 34: | ||
*Doubled Ranged Critical Hit Chance does not include the base critical chance determined by weapon tier. Gear-based +X% ranged critical chance bonuses are doubled by Aim as is the party member base ranged critical chance of 3%, however. |
*Doubled Ranged Critical Hit Chance does not include the base critical chance determined by weapon tier. Gear-based +X% ranged critical chance bonuses are doubled by Aim as is the party member base ranged critical chance of 3%, however. |
||
*[[Rapid Shot]], Aim and [[Defensive Fire]] modal abilities are mutually exclusive. |
*[[Rapid Shot]], Aim and [[Defensive Fire]] modal abilities are mutually exclusive. |
||
− | *The ranged crit% bonuses are determined when the warrior/rogue begins the stance; changing equipment while the stance is active does not change the ranged crit% bonuses. For example, if you sustain aim with the long sight equipped, |
+ | *The ranged crit% bonuses are determined when the warrior/rogue begins the stance; changing equipment while the stance is active does not change the ranged crit% bonuses. For example, if you sustain aim with the long sight equipped, your ranged crit% is raised to 10%. When you remove the long sight, your ranged crit% is only reduced to 5%, not 0%. You retain the 5% ranged crit% you gained initially. |
Revision as of 00:06, 18 September 2010
Information
- The archer carefully places each shot for maximum effect while in this mode. This decreases rate of fire, by increasing aim time by +1.5 seconds, but doubles critical chance, and grants +10 attack, +2 damage and +3 armor penetration. Master Archer further increases these bonuses by +5 attack, +1 damage and +2 armor penetration, for a total of +15 attack, +3 damage and +5 armor penetration.
- Conjuration time: 2 s.
- Being hit by this ability generates 1 additional threat on the target(s).
Notes
- Upkeep is in Stamina.
- Doubled Ranged Critical Hit Chance does not include the base critical chance determined by weapon tier. Gear-based +X% ranged critical chance bonuses are doubled by Aim as is the party member base ranged critical chance of 3%, however.
- Rapid Shot, Aim and Defensive Fire modal abilities are mutually exclusive.
- The ranged crit% bonuses are determined when the warrior/rogue begins the stance; changing equipment while the stance is active does not change the ranged crit% bonuses. For example, if you sustain aim with the long sight equipped, your ranged crit% is raised to 10%. When you remove the long sight, your ranged crit% is only reduced to 5%, not 0%. You retain the 5% ranged crit% you gained initially.