Some tests used the reload, but with each reload I moved to a new location, switched weapons etc, literally did everything to change the probability of the miss to a hit. One thing I have noticed is there are occassions that I can get it to work, but the weapons that it works with are the silent pistol and mimir needlegun, seems that the chances are higher when trying different locations, points of view, line of sight changes, distancing and calibration of lomg, close and melee distance [one block away literally in their face], I have tried it on knocked out opponents, from higher ground which should give you an advantage and at a 100% hit rate, the silent weapons with 2 shots hit, I will admit that changed my mind, but! when using the larger caliber weapons such as the rambino, gaper, boomstick, Elysium and PC138, even at the provided 100% hit rate, out of 15 tries -> using the 5 weapons mentioned and changing to 3 different rooftop locations (test area: metal fields) I have been able to get 3 of these tests to hit, it is understandable that the close range weapons such as the PC, boomstick and gaper will have a higher chance of a miss but using Selma, and using the tendon passive perk for leaping above the enemy for high ground advantages before using twitch usually an approximate 2 to 3 blocks away, granting a full 100% Seldomly does the second shot hit. And during my trials, I notice that during the twitch shot animation, the screen runs at low frames and the second shot is fired when the weapon is already in the air causing the animated shot to fly clear into space. This concerns whether the engine responded to the second shot as not able to hit, since the weapon is now aimed on the sky during the second shot, thus causing frequent missed shots.