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https://i.imgur.com/4t2POmQ.png
At 85% (base) it will look like this:
https://i.imgur.com/b2Zw10E.png
As I said, if you have enough base damage to kill absolutely everyone, it's fine. But you need to overkill the first target by a large amount.
It's still amazing on weapons like dagger and spear.
It tends to be better earlier in a run when you don't have enough firepower to trivialise everything. Even then a 3%-5% increase in killing power (one more target on 20-30 kills) still makes it a respectable talent, compared to the very limited impact of most of them.
It's also often possible to make it persist to a second or third attack by using it to soften up high HP targets first time around. That probably happens a lot more with daggers than wands though, to be fair.
Obviously, having more multihit across all six heroes allows you to move items around for a stronger overall team as well, if you're in danger of hitting the multihit cap on one particular hero.
For initiator yes it does lower the damage by all of 3% but to get an extra foe hit means you'd have to already be chaining about 33 foes to see a net loss.... or not be able to use full chain damage. This nerf doesn't apply to the muti hit target which is more where I focus it's use so it's a very acceptable trade to me. Thanks for the questions and discussions Keyen. This also said you guys think I should update the perks that were tweeked today?