Talk:Concentrated Arrow/@comment-1060997-20180421011807

Based on the post below with the streamable .com links it looks like the explosion is affected by weapon mods. Given that, here are some base math's below to help with easy comparison. Caveat this is just raw maths (before any resistances, weaknesses, power strength, mods, etc)

concentrated arrow headshot [not including weakspot bonus!] (approximate average base): 1,650 (660 + 990 crit [2x crit, 75% crit chance)

vanilla (all arrows one target) [approximate average base]: 1,680 (1,120 + 560 crit [2x crit, 25% crit chance])

vanilla loss per arrow missed: -240 (160 + 80 crit [2x crit, 25% crit chance])

And because of the increased base crit chance concentrated arrow scales much faster with crit bonuses than vanilla

Based on this it's clear concentrated arrow is better than vanilla IF: - you can hit the headshot reliably in equivalent time - and headshot is a weak point - or even 1 of the vanilla arrows would miss - or there are at least 2 enemies to hit with the explosion - or you have crit scaling and/or power strength mods - or you are using navigator to boost damage

Vanilla is better IF: - you need status not crit - or the weakspot is not a head - and there are no nearby enemies that would be hit by the explosion - and the weakspot is large enough to land at least (2*multishot) arrows - or you fire faster without headshots by a factor of at least x ( where x is a the weak point multiplier + [the number of nearby enemies that would be hit/2] ) - note: navigator damage boost screws with this scaling in weird ways, multiplying the explosion very fast but also effectively slowing your fire rate

So for single targets, assuming a minimum fire rate of 1s and a weakpoint multiplier of 2x and 1 adjacent enemy you would need to *reliably* hit a headshot every 3s to match vanilla damage. For targets where heads aren't weakpoints (moa, ospery, *lyst, etc) you have to be faster or have more enemies in the radius But this is unaugmented, power strength, crit mods (both chance and damage) skew in favor of Concentrated, armor and other status requirements skew in favor of vanilla