harharharhar wrote on Apr 30
th, 2015 at 12:36am:
Um, no.
Tested throwing speed, real world 7.3% difference in throwing speed. It's a listed 10% which is exactly in line with throwing animation being two part and thus only getting ~70% bonus of listed speed increase. My ranged power is appropriately high and showing on the character sheet from Fletching and from Mechanical Reloader.
Ranged power? try to stick with the point junior, we were talking about ranged alacrity and whether it works even when not seen on the character sheet. Not ranged power dummy.
I don't take Sniper because I can get 2 SA dice in Halfling for 2AP so it's a waste. But it was working when I had it trained before.
2 SA? Well yippee, too bad you're losing SA dice by using throwing weapons on mechanic. Sharpshooter tier 1-5 (5 dice) but only for non-repeating crossbows. Well at least you have furry feet.
Whirling Wrists absolutely stacks as it always has. I just retwisted it. The only way any of what you're saying can be right is if all of this broke with todays patch, and my character sheet is lying, and without haste or tensers my throwing speed is incredibly high, with whirling wrists twisted but not working.
Reading fail.
What the hell are you smoking?
So lets see, throwing weapons in the Mechanic tree:
-Only 44% of the potential SA available in the tree actually works for Throwing (4 dice)
-Only half the crit modifier available at just +1
-No +[w] at all as compared to [2] available to crossbows
-Only 10% alacrity compared to 20%, (or only 7.3% if we accept your theory)
Rational conclusion? throwing weapons are a lost cause in mechanic tree.
So HarHar? try reading the other posts before hopping onto your well worn hobby horse next time. You like chuckers,we get it, we got it the first 2 dozen times you squealed about how great they are, but in the case of the mechanic tree throwing weapons are decidedly sup-par. Just the fact.