Re: [Targeting] Reveal
10 mana cost with one second cooldown. Even if you cast it 7 times per 10 seconds, it gives -7 mana per second. Funny fact is that average agi hero's mana regen much less than that.
Searing Arrows are great example, when mana cost lower than single int point becomes too much.
Leap is the only skill in my mind which refers to so low mana cost that other aspects doesn't matter.
Deadly? Let's say it is 1.25s per cast, but add a 25% miss/dodge chance. It would deal extra 60% of hero attack per second.
Geminate doesn't provides damage increasment like criticals, because it ignores one factor: attack speed. It is +100% dmg per 2.5 seconds.
Let's say Quick toss grants +100% dmg per second. Seems 2.5 times stronger.
~Except illusion's attack ignores raw damage items (like phase boots/claymore)
~You have to aim/more efforts
~You cannot damage buildings with it
~You can miss (situational) while Geminate is reliable
~Mana cost =]
I would say that Geminate is better early, Quick Toss would dominate mid game, while most criticals would be better late game. But main point is that Geminate and Quick Toss are different.
There is also Hero's factors. Like low base damage, role, gameplay based on movement (you cannot normally attack, because you have to move constantly, which makes Quick Toss your only source of damage). Example, passive skill which grants you damagereduction/evasion during moving.
Consider Clinkz with Geminate attack and Weaver with Searing Arrows. Geminate would be useless with extra attack from strafe and problematic with long cooldown wind walk. While Weaver has to run a lot, which would completely waste potential of searing arrows.
Funny fact is that geminate attack is unique so there are no skills like it. :P Overall, I doubt Gem attack is similar enough to compare them and that Quick Toss is superior. Let's say it is so strong that it is truely superior despite the hero's factor. I still don't mind as long as this hero isn't superior than Weaver.
And I find this skill easily tweakable in mana cost/cooldown/damage. Theorycrafting is fun and mind-challenging, but I can't truely say anything constant without hero's whole skillset and stats. I can now set mana cost to constant 25 and reduce damage, but I am afraid that one day somebody else write that 25 mana cost is way too much. :D There are only numbers, while i find whole idea good and something new.
Tbh, I am now considering Leap mana cost's nerf suggestion. :D