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THANKS FOR THE INFO... 😁😃
Flaming shot;
Since the units with these shots have very low AP, 10% does not really change anything.
I´d suggest increasing the AP-penalty to 30% but on the same note increase the non-AP damage by 20%, to compensate for that.
Also the firing mode does imbue melee fire damage. Is this intentional ?
Heavy shot;
Also imbues armor sundering melee attacks. Intentionally?
Poison shot;
Again, the -10% AP don t do anything.
So I´d suggest increasing it to 30% and cut the -10% non-AP.
You are capable of activating multiple shooting modes at once, probably because these are technically "abilities".
To prevent buff-stacking I´d suggest adding an ability- cooldown for once you toggle one mode, so that you cannot immediatly switch. Maybe 15-30 seconds or so.
To not create unneccessary redundancies I´d suggest;
Take away poison/flaming shot from peasant archers, add heavy/extended shot instead.
Take away poison shot from glade riders/glade Guard, add extended shot instead.