I’ll add my experience with using the .is_continue_turn true .per_turn_limit 1 string tagged on to the highwayman’s “take aim”, coupled with the Highway mans buff it is overpowered. In a turn that take aim is used first, then followed up with “grape shot blast”, criticals happen about 2-3% of the time, in the second turn they happen 8%, forth turn something like 11% of the time. Trim down highway’s buff down to 4% damage, 3% accuracy, and 1% crit, it becomes a nice extra attack for 1-2 points of damage usually, every round. That troublesome drummer hanging onto life by 1 or 2 hp, “take aim” him, and then redirect another pistol shot elsewhere to another target ending the highwayman’s turn. It adds a nice feel to the play of the highwayman in my opinion. I don’t suggest adding “Mark target” to a reusable power like take aim with the above script, with a character that has a +damage ability vs. Marked Targets, which tends to create a class that is treated as a one trick pony. The reuseable portion of it might be offset by a “33%” self stun effect, which might represent fumbling with so many pistols, or the reloading of them. The extra attack then becomes something of a risk, do you risk the extra minor damage, at the expense of a stronger attack later in the turn that might not follow through? Anyway, just my experience fooling around with the code.
uberpenpal