The 45%->20% extra damage nerf was justified - it was simply too good. But a duration nerf too? 10 seconds earlygame might be enough to use Barrage 3 times and throw in a Multishot or 2 (given that you don’t move, you’re not getting attacked, etc.), but later, once you advance to new classes and get new skills, 10s is definitely not enough to even use half of your main skills with it once. IMO, Steady Aim duration should increase by leveling it, 1s/level or it should have an attribute to increase it’s duration. It’s odd that there are much stronger buffs that can be up full time, but it’s Steady Aim that gets gutted this hard
have a question,
if my atk 1000, my skill 5000 per hit.
Then +20% from buff, it’s mean 5200 or 6000 ?
Id assume if your atk is 1000 - 1000 and your skill deals 5000 against an enemy with 0 physical def…you would deal 6000 damage. I would go on and assume that if you add steady aim to that, you would deal 7200 damage.
I also think the duration nerf was a bit too harsh, especially when you compared it to the buffs from other classes. DoV, Gung Ho, Concentrate, Finestra, etc.
IMO it should scale with levels. So you get additional 2-3s per level up. and maybe make the cooldown longer to compensate for the additional duration.
I agree the 10 seconds is just a tad too short. Even 15 seconds would be okay I guess. Or make an attribute that increases the duration based on base level?
I found the 45% -> 20% highly justified. It made sense, it was too powerful. However, nerfing the skill to a 10 second buff is just a pity. In fact, with the nerf I felt like it needed a buff duration increase. With the lag and everything, I find myself hardly using Steady Aim early in game because of its short duration. Steady aim didn’t need to be nerfed like this. We still have super powerful buffs like Stone Skin untouched, lol. 
An attribute exclusive to C3 Rangers that would increase its duration would definitely be useful and needed. That, or just increase it’s buff duration to like 20 seconds, lol.
Can somebody explain why Steady Aim is only giving 4.9%~6.6% increase on heavy damage single hit skills but gives 40% increase on multi hit skills like Multishot?
Because multishot hits multiple times so that +100 Physical attack is applied to every individual hit.
If multishot is level 16, you’re essentially getting a +1600 physical attack buff to overall base damage.
I know about the 100 attack from attribute. My issue is, isn’t Steady Aim supposed to add 20% AND 100 attack? Based on my tests though, Steady Aim increases Spiral Arrow by only 4.9% ~ 6.66%.
crit spiral arrow w/o steady aim dealt 6531 to wendigo searcher
crit spiral arrow w/ steady aim dealt 6852 which is only 4.9% stronger
non crit spiral arrow w/o steady aim dealt 3079
non crit spiral arrow w/ steady aim dealt 3284 which is only 6.66% stronger
while multishot without steady aim dealt 560 x 6 = 3360
multishot with steady aim dealt 785 x 6 = 4710 which is 40% stronger
I tested with a 0 durability bow to eliminate damage fluctuations as you can see in the link/album.
