The people struggling with basic math are in the nicest way possible, troubling. Particularly with tangents to other factors (which are still rooted in math) that have been addressed.
It’s been said so many times already that in practice HA has numerous practical problems only for…Troubled posters to return this same understanding as a way to pretend two *2 is not 4.
The strawmans are almost as troubling but if you’re struggling with understanding multiplication it’s not too far-fetched that you leap to odd conclusions.
There was no statement that increasing the number of enemies hit makes a skill unbalanced so why pretend adding AOE ratio to multishot must have that conclusion. Adding AOE ratio to hit more targets increases the damage output of multishot by the additional enemies hit. Output is very basic.
Regardless of enemy defense you have put out X skill factor into the game when you press whatever skill. The defense of an enemy is variable but you know the constant of your SF when you press the skill and how many times that SF is being applied. E.G once because you hit one enemy. Twice because you hit one enemy twice or two enemies once. Four times because you have hit two enemies twice.
For those lost on how such a very, very basic thing went on this long. There was an explanation on how with the split arrow change. It Outputs X% if you spent all 5 charges per CD and this output is greater than the output of Bounce Shot on 6 enemies + TBA on 6.
Sly and others counteres with the loss off skill spam as a style which is very fair while others struggle with math for unknown reasons and go to unnecessary tangents such as 100 health enemies and a 1 damage aoe that hits them all or one 100 date hit. The poster not understanding that they just gave the point of which the ST and Aoe are in line with each other. 100 hits each to kill the group. If you reduce the number of enemies to 99 the single target would kill in 99 hits while the aoe still takes 100 hits and is less efficient. If you put it to 101 enemies then the aoe hitting them all is more efficient while the single target requires 101 hits.
Ideally this addresses as much troubles allies as possible given I am on my phone and you can not only put your mind at rest, but carry on so that basic break-downs of a skill are quickly understood so we can make quicker rebuttal or agreements than the underlying grade school math.
There was one person you gave them an apple. You gave one apple. There are two people and you gave them each an apple, you gave two apples collectively. How full anyone gets is irrelevant to the specific discussion of you giving out two apples.
For why even mention this instead of the ST numbers with the implicit understanding of something being AoE. Split arrow(as well as Oblique) put out different SF on different enemies and as such their SF output had to be collected because the total output is the first shots SF plus the bounce(s)
I never dreamed dropping something so basic would lead on to this much talk.
Lunar FYI. We all know how aoe ratio works with aoe Def and can as such figure out how many enemies will be hit by X aoe ratio into a group with Y amount of aoe Defense. 21 enemies hit is from 21 small enemies (as small enemies have 1 aoe defense) which was also said earlier, had you noticed , to be an impracticality as we don’t get that type of mob layout justifying the charge, CD and SF for everyday uses.
Moving on with my life and anyone who is struggling at this point to understand I am sorry but explaining things I’m this level is tiring, derailing the thread, and mildly annoying. I did not pursue teaching as a career path and I don’t believe I have the patience to hone that ability or the current skill to do so concisely.