Hi sVr! First off, thank you for the testing.
I have not yet performed a similar test, with just the Chantodo’s worn (no vyr), where I would be able to reference damage numbers like you have in the OP.
However, I took footage of several Low GR runs (GR70s at a power level equivalent to 1700 paragon augmented) with the Cold Vyr Chantodo build.
The point of this test was pretty simple:
- Confirm that enemies were taking damage (and most likely getting oneshot).
This makes it really easy to see if an enemy gets hit or not.
In my testing, I would confirm 5 APS before entering a new archon, and then commence running / teleporting through the rift without attacking, except for the Wave of Destruction from Chantodo’s, for that test rotation.
In result, I could not confirm the issue you’ve noted in the OP as yet.
Aside from those monster types that ‘suspend’ at 1hp and don’t die unless they get hit twice (think about grotesque, legionnaire mob, etc.), or don’t die quickly (Some death animations were longer than others), all monsters within the WoD radius were getting hit and almost all were dying from the Chantodo’s wave.
Ran with: damage numbers enabled, enemy heath enabled. Almost every enemy at this low of density was displaying a damage number upon getting hit from the WoD in this test.
There were a few fringe cases where mobs hitbox was near the edge of the wave, and the display of the wave appeared to reach them, but the game counted the WoD as not hitting them.
This is possibly because I was moving, and where the server says I was vs where the client showed I was might have been slightly off, or perhaps, the WoD origin point was out of sync with it’s display. In these cases, the mob did not take damage, which… could be expected.
As far as density goes, there were several situations where I had 15-30 monsters around. Most engagements in this test set were with less than 15 though.
Granted, this is not near the density you had in your testing, or that we might see on a push. However, if such a dynamic proc coefficient were in place, I would expect repeated tests of 20+ mobs to produce some misses every now and again while I am at 5 APS. This was not the case.
Testing performed on PTR non-seasonal 2.6.7.63266.
Of note, I did review the damage display on some of my 125 clears on the PTR. Damage from the Wave of Destruction does not seem to be displaying similarly at really high density as it does at low density. I’ll note maybe a few numbers from the WoD (3-6) even though there are about 30-50+ mobs around. I am using the punch || beam, && blast attack in addition to the WoD there though.
Perhaps this is just an issue with damage display for the Wave of Destruction numbers at really high density (~30-50+) and/or when other attacks are performed at the same time, and the nerf is impacting the build via some other method?
Or perhaps the issue is limited to situations of very high density?