Sheet-DPS and new patch

This is not well designed.

It has been always complicated, sure - but with a couple of patches in the past we got at least some logic how the mechanics work. At least for 99% of the items (there is always one exception like Frost Burns - but at least it is elemental damage - so there is some logic behind it).

Logic was:
Legendary or set multipliers don’t alter your sheet damage

So:

  1. Most things got converted to multipliers (like wolf or steady aim on DH - not buffing your sheet DPS anymore) some patches ago. Unique Multipliers didn’t show up - made sense.
  2. Last Season DHs got Wohjanni for Rapid fire and it was just wrong. It delivers up to 3000% DIBS damage - which means that 15% Rapidfire damage on an item will do nothing at all (or 1%). Contrary to all other DH sets. Pls fix that.
  3. Now we got crimson set and aughild set. Both boost your sheet damage.
    Like going from 4 mio sheet damage to 6 mio sheet damage with 50% CDR.
    But most likely DIBS damage (so additive with 15% skill and so on).

Sure - former skill sheet DPS logic wasn’t perfect. But now it is just a mess.

Can we pls keep the logic that sets work as unique modifiers that don’t show in the sheet?

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i noticed that the LoD gem also sets your sheet toughness, but not damage.

That works like LoN set worked (and all other set multipliers in the game) - doesn’t show up in the sheet. So this is inline with the current logic about set multipliers.

Crimson and Aughild will boost your sheet DPS quite a lot though - which breaks the logic and makes everything more complicated.

I assume they also are DIBS damage (didn’t test it - 50min waiting time on PTR), which would it make even harder to see what it does. Because it would be additive with +15% skill damage and so on.

Solution: Turn Crimson and Aughild bonus into unique multipliers - don’t show the increase in the sheet.

Toughness mechanic is fine - pretty much all items that boosted toughness did show up before in the sheet. Exception: Double Unity, Gogok Evasion and debuffs (which makes sense). Double unity and evasion should also show up in the sheet, though.

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I just want to add that there many cases where incorporating Aughild is less desirable due to additive DIBS, and even additive Elite %, mainly due to the substitution of these items:

  • Strongarms provide 30% and occupies one wrist slot.
  • Furnace takes one cube slot and provides 50% elite.
  • SoJ takes one ring slot and provides 30% elite.
  • Mantle of Channeling provides 25% and occupies the shoulder slot.

So when a mainstream build subs out 1 of these items, the damage gained from tends to result in lower overall power because the Aughild set requires 3 items.

Often it’s ring+wrist+another armor slot like shoulders or chest.

If a build uses The Furnace or a utility item is sacrificed (obsidian ring of the zodiac), it’s almost always an automatic loser.

It’s rare that we ever come out ahead with Aughild. There was only one instance where Aughild was beneficial and that was for S6 RGK, but even for that I’d probably just cube Squirts and call it a build.

And ironically, N6 Rapid Fire would have been a near perfect implementation of both Capt Crimson and Aughild together, however it doesn’t work because Wojhanni is a additive and the cumulative damage gains are worth about 1.77%.

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