Chantodo's feedback: change how the nerf is implemented

Based on my testing, It appears that the attack speed multiplier for the Chantodo’s wave is scaled by 4/7 (or 1/1.75) on PTR.

More details here: SOLVED: [Chantodo's Resolve] The APS scaling is not properly nerfed (hidden 0.5714 scalar reduction) - #7 by TinneOnnMuin-1187

So there doesn’t appear to be a bug.

However, I still think it’s confusing to players. Especially those who don’t read the patch notes. Since the Chantodo’s Resolve set bonus description doesn’t make mention of how the APS multiplier is implemented, players will log in and be doing less damage in 2.6.7 and maybe not know why.

I think implementing one of the alternate suggestions is still the better route. It will make the mechanics more transparent to players.

Problem is that if we’re going to stick with the 4/7 = 1/1.75 scalar, things get a bit messy.

Would be capped at 5/1.75 = 2.857 for equivalency to the way the nerf is currently implemented.

Would be 4000/1.75 = 2285.7 to match the way the nerf is currently implemented.

Would be 20/1.75 = 11.4 to match the current implementation. Round to 12?

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