At first glance it does seem like that change makes a lot of sense. Unfortunately when you crunch the numbers you realize that 5x the damage is being blocked by armor.
Originally the dromon did 50 dmg, same damage as an onager. assuming a direct hit an Elite Teutonic Knight takes 37 dmg and a fully upgraded cavalier takes 45 dmg.
Well the dromon is now being nerfed to do 5x8 dmg. ok that’s the same 40 as a mangonel, so let’s compare to the mangonel. Assuming a direct hit from a mangonel an Elite Teutonic Knight took 27 dmg and a fully upgraded cavalier takes 35 dmg.
So since the dromon is just a mangonel on the water, one would assume it’d perform similarly to a mangonel. This is NOT what WILL happen if the dmg is split.
Assuming every projectile is a direct hit (an unrealistic but helpful simplifying assumption) An Elite Teutonic Knights 10+3 melee armor completely overpowers those 8dmg projectiles, thus they do the minimum 1 dmg, so whereas the mangonel does 27 dmg, the dromon does 5.
But of course that’s the extreme example of an Elite Teutonic Knight. What about the not extreme fully upgraded cavalier? Well they’re 2+3 armor negates most of the 8dmg, so it’s taking only 5x3 dmg, so 15 dmg compared to the 35 from the mangonel.
These are completely un-intuitive results. Why should I spend more resources to train a unit, that visually looks like there is a mangonel, whose attack looks like a mangonel, is presumably stronger since it has +5 range, and yet starts to perform waaaaaaaay worse against just a moderate amount of melee armor.
Some people have suggested that it’s too good vs units compared to the CG and that’s why it’s being changed. If that was the only reason then IDK why they didn’t match CG dps, reduce blast radius and tighten projectile spread.
It seems like they want to be able to have the armenian extra projectile for galleons bonus also apply to dromons and result in an approximately 20% buff, which is where the armenian demo bonus is getting nerfed to as well.
So you split the dmg amongst the five existing projectiles, add another, that’s 20%, you call it a day. unfortunately that implementation is fraught with the presumably un-intended consequence illustrated above.
Instead they should leave the dmg unsplit, and the projectile added by the bonus should carry enough dmg that after target armor yields an approximately 20% increase in DPS. Not counting bonus dmg, that projectile should have 11 or 12 melee dmg.