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Marksmanship Perks Passive Effects


S0ns0fAnarchY

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This is a long shot and probably someone else might have suggested this before but Ima give it a try . This one idea aims to add passive effects on each perk gain to make Marksmanship less like looking shooting toothpicks on a tank . And to satisfy those that wouldn't want to pick alchemy or enchanted bows anyway for their playthrough .

 

Novice level - Damage health 5 points per sec for 5 secs as bleed effect . Drain Speed 15% to targets . This effect gets stronger per Marksmanship level by 5 more bleed effect points per level , total of 25 points at Master level . Duration is the same . Also the slow gets 5% stronger for each Marksmanship level . Each shot renews the effect , doesn't stack .

 

Apprentice level - The longer the distance between you and the enemy , the more damaging the shot . 5% bonus damage per 10 feet of distance .

 

Journeyman level - Disintegrates Armor for 10 points for 5 seconds , for the first shot . Each consecutive shot adds 5 points to this effect . Stacks up to 3 times for a total of 20 points of armor penetration . Each shot after renews the effect .

 

Expert level - 25% more base damage to target with full Health .

 

Master level - Depending on Luck , each shot has a small chance to critically strike for 3 x ( base bow damage ) , targets below 30% of remaining Health .

 

Dps is increased and it adds some crowd control as well if Speed isnt your favourite stat .

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