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Normally, there is both a minimum and a maximum range you can be and still be in critical distance. This remove the minimum distance limit, so you can still have critical distance point-blank.
Ballistics do next to nothing for sread shots, allow point black full damage for normal and pierce, as well as greatly extending their full damage range at long distances.
no i dont think so, long range start extacly at piercing ammo normal critical range make it shorter would be counter productive.
Overall my usage of ballistics skill was to allow for close range use of pierce and normal. Given how hard it is to maximize damage for pierce shots, its much easier to reposition for that perfect pierce shot up close than it is from far away. In addition ballistics means I can focus more on aiming and dodging vs. positioning.
On top of that, the pierce rounds don't deflect anymore so you can now aim for the weak spot from any angle.
https://www.reddit.com/r/MonsterHunter/comments/89ucgc/minds_eyeballistics_data/
For example normally normal shots are unaffected by close range and long range bowgun mods, because critical distance for normal shots are beyond the range either is in effect. However with ballistics normal S (and pierce S) have critical distance close enough for close range to work, and normal S has small range within its critical distance where the long range mod can affect it.
Yes, this jewel is pointless for spread ammo.
It just has a ridiculous damage potential with level 3 Pierce ammo due to it being able to pierce monsters numerous times at long range, and by long range I mean the ENTIRE LENGTH of Xeno'jiiva.