I’ve seen and I’m not sure what to add except that the proposed “buffs” don’t have much consistency. Do the folks suggesting numbers really understand what those numbers will translate into?
For example, if Mortick’s buffs your damage output by 200-300% when Wrath is active, only a small number of our builds can make use of that with any consistency. But if the buff is too big, then all builds will use it, because the buff during Wrath will offset the lack of a buff during its cooldown.
See the problem? All it does is make Wrath more mandatory.
And would 200-300% be enough?
No. Different builds need different amounts of buffs. Give this a read:
Here’s a snippet from the site:
With that in mind, here is a revised list of needed buffs by build:
To achieve intra-class parity, Zodiac WW needs +2 GRs
- To achieve both intra- and cross-class parity, Zodiac WW needs +6.1 GRs
To achieve intra-class parity, Fire and Physical EQ need +2 and +3 GRs
- To achieve both intra- and cross-class parity, Fire and Physical EQ need +6.1 and +7.1 GRs respectively
To achieve intra-class parity, IK HOTA needs +3 GRs
- To achieve both intra- and cross-class parity, IK HOTA needs +7.1 GRs
To achieve intra-class parity, R6 HOTA needs +0 GRs
- To achieve cross-class parity, R6 HOTA needs +4.1 GRs
To achieve intra-class parity, Vile Charge needs +0 GRs
- To achieve cross-class parity, Vile Charge needs +4.1 GRs
See the problem? A flat buff to all damage isn’t really going to fix anything. In fact, it might just perpetuate the problem. And as much as many Barbs desire uncapping the Slam bracers, that’s not necessarily a good idea. Sure, the cap should be raised–from 5 to 10–but uncapping them could produce some serious problems down the road. Remember, Slam is an AOE skill with a massive multiplier than can be spammed. You have to be very careful with how you handle that.
In short, I don’t think the ideas in that thread are very good. A lot of folks mean well, but they don’t really understand the class and its problems very well.