Updated based on discussion of the first 38 comments.
Suggestion: Make the vulnerable damage mod additive instead of multiplicative.
Reason:
Multiplicative modifiers, or buckets as some people are calling them, make damage numbers go exponential. This is extremely hard to balance around, and makes the leveling experience strange for “us normal folks” or “casual gamers”.
Why?
Since you have to balance around this exponential curve, it means monsters follow the exponential curve. Hence, someone that’s not aware of these multiplicative mechanics is gearing mostly linearly with some accidental elements of diversification across these multiplicative buckets, and ultimately will hit a wall when not diversifying hard enough.
Adding fuel to the flame, the game does a terrible job of explaining it, but that’s not purely the fault of the D4 team. Even content creators are struggling to make clear videos on it, and end up taking 10 minutes or more to get the point across clearly.
Question: should it be this difficult, that all your players need to go watch content creators to understand why they are hitting a wall?
Answer: no it doesn’t have to be like this.
Just make vulnerable damage % additive. This way the potential damage output range gets reduced dramatically, and it’ll be easier to balance.
Not only does it make more sense for casual gamers, it makes things like speed running and other challenges more interesting because you’re opening the doors to lower level characters killing higher level monsters. That’s because they can now rely more on skill, and less on unlocking exponentially scaling multipliers through higher level gear and leveling their Exploit glyph.
Looking forward to some healthy discussion here. And a massive thanks in advance for making the game not (slowly/quickly) turn into a D3-like 60.000% damage bonus fest.