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Anyway, I made no changes to the way Skeet Shot works, except for improving its accuracy and stress healing. So this synergy should work basically the same as it does in vanilla.
Ameliaz comment was regarding the first implementation of the mod a while ago, and since then I made a lot of changes, some nerfs and changed how some of the skills works (Smokescreen stun in particular), so it's not really relevant.
Maybe will take on some other characters later, if anyone is interested in this kind of approach.
So yeah, it needed some buffs, and the more I think of it - by being properly buffed, this skill could actually fit better than a stun. Design-wise, theme-wise and just by the tempo of the character.
So now that the Musketeer is somewhat faster - maybe even fast enough - to be able to debuff enemies in time - and with the obvious buff to it's duration (to 3 turns from 2) - you only waste 1 turn on it - for 3 turns and IF it causes the enemy to miss just 1 turn out of 3 - it's already better than a stun. Not even mentioning that it's also lowers their crit chance + damages a little.
So yeah, some changes are coming - since i started working on the trinkets as well.