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Blood scent
#1
Bloodhunt enchanted weapons are very strong due to evade being lower than before and HP being higher, a simple numbers tweak would set this right so that bloodhunt doesn't assure you 100% hit for hitting someone just about once or twice, since HP Varies between squishy characters and other squishy characters, I'd suggest changing it from flat HP missing to percent HP missing so that dodge has a chance vs bloodhunt.

Current: Gain 25% of their missing HP as HIT (equates to 25 hit per 100 HP missing)

What I propose: Gain 1 hit per 1% of the target's missing HP.
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#2
I'd rather have it lowered to 15% of missing hp than a flat rate.

Reason being @ 350hp with flat scale, you have +50 to hit if they had 700 hp.
Currently, that would put it at 87.5 hit.
@ 15% it'd be 52.5
Given then, that you have them from 500 total hp, @ 250, you now only gain 37.5 hit as opposed to flat 50.

Reason being, this gives a disadvantage to squishy dodgers, but still provides a good choice against those with a bit more hp to spare.
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[Image: tumblr_m7g6clz79C1rpqqpz.gif] I'm also still Batman.
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#3
I'd perfer the '+1 for 1% HP missing' solution.

I don't think accommodating for squishy dodgers is a good idea, since anything that dumps/half-bakes VIT is probably going to either destroy you before you get a doable bonus or just die before the bonus can become a pain in their backside.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#4
I'm on to the +1 Hit per 1% HP lost, sounds fair.

Even with this nerf, Bloodhunt would be the best hit steroid in SL2 anyway, so why not?
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#5
NOOOOOO DON'T TAKE AWAY MY TRUMP CARD---

+1 @ % HP missing = +Hit
"Take it for granted. I dare you."

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#6
Original suggestion sounds fine.
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