But I’m going to disagree with you and say that unload is broken. All the sustained damage comes from unload which ia an initiative hog. My suggested changes move the sustained damage to the autos and put the utility back into the reat of the set. P/P will still retain it’s burst DPS on unload, but won’t be dependant on the skill just to maintain DPS. Keep in mind unload saw a significant DPS boost when its channel was reduced from an overall 2.35 second cast time to a 1.75 second cast time. That was a 35% DPS boost to the skill which still left P/P in the same situation. A flat buff to damage across the board isn’t going to change how you use the set mechanically. Also, i would like to point out that body shot is only useless because it takes away from the initiative needed to maintain the sustained damage from Unload. It makes no mathematical sense to spend it on body shot because it will lower your DPS overall. Moving the sustained damage to the autoattack would allow you to use body shot in a way that makes sense because it wouldn’t lower the frequency of your damaging attacks. Sure body shot could use a mechanical change too which is why I think boon hate would be good for it, but mobility wouldn’t be bad either.
As for proc chance, in the same time frame as you have 8 shots right now from unload, you would have 5 total from unload and 1 auto. The difference between the proc chances is actually very small. Not to mention that you would have the initiative to spend on 100% projectile finishers.
As an aside, 3 spam right now on P/P is your autoattack for the set; it just costs initiative so you don’t have initiative left for anything else on the set. Saying that P/P will become tedious because it’s sustained damage will come from 1 instead of 3 is the wrong way to look at it. P/P is already tedious mechanically. If it weren’t for the cool looking animation, it would be much more apparent.
What P/P needs is to not have its sustained damage attached to initiative, but autos like the other successful sets. The other skills need to have utility in them or burst damage. P4&5 are un a good position. Unload essentially needs to be moved to the 1 position in functiin since it’s providing the sustained DPS for the set while P2&3 need to be given situationally useful utility (condi clears, boon hate, evades, mobility, whatever). Unload fights the thief design right now because it is the substitute for a poor autoattack.
Just going to break the quote wall a bit, but anyway… You forgot to consider the management of initiative which is necessary when most/all of the damage is NOT coming from the AA’s, but from Unloads instead, the utiliziation of Haste to its maximum effect, initiative pooling etc. When you shift the primary source of damage from Unload to AA, you dumb down the spec insanely much. Sure, it will “free” the initiative to use elsewhere, but why would you use ANY initiative at all since you would LOSE damage by doing so, not gain, as you need to remember that unspent initiative acts as a damage modifier. Full initiative counts as a flat 15% damage modifier, which is too good to pass up, especially if most/all of our damage would come from AA’s which do not cost any initiative at all.