Perhaps a bit premature but I can see this being an issue in S4 (considering the data/info that we’ve already gotten)
Let’s agree on some “principles” first, let’s see if we can agree on at least some “norm” to where/how things should work
Below there are several points, last one is a suggestion, don’t necessarily need to take that one into consideration but it would be useful to discuss
1 - No boss should have more than 100 Million HP (up to 150M HP for only/exclusively T200 ubers)
2 - No build nor gear nor mechanic nor whatever “bug” should deal more than 1 Million damage (2H considered here also). This means all the stacking/feedback-looping/snapshotting must be adhered and limited to a cap also
3 - No build should perform 10x less than best build (Tier S) available
4 - No monster hit should deal more than 60k damage per hit (armor and resistances should reduce this to a properly-reasonable number), and no DoT should do more than 6k/tick (~24k/sec)
5 - If game is easy with caps at 5 => revisit point 1 and reduce DPS cap at #2 further
6 - HC is irrelevant until points 1-6 are dealt with in a proper manner
7 - Not every problem in the game should be damage-solvable
8 - In order to make “7” work I suggest the following: Remove Increased Health and put Faster Cast Rate or Increased Aggression. Expand this concept a bit further (Resistant to CC), or at least put Armor and Resistances instead of “Increased Health” modification
The reason why this is important is cause we’ve ended up into S1 territory of dis/balance once again. Some builds hitting 100k at most with 2H gear, some hitting billions
And to be frank - how is it even possible for an “elemental surge” affix which has 40% chance to hit 40k end up hitting billions ?
I mean we’re basically back at S1. Sorry to say this but it is important to note - until that’s not been fixed, we’ll get back to this same issue/s over and over
P.S. did a math/proposal on mob DR scaling per level (think should be taken a look at)
Mob DR scaling per level (changes every 10 levels)
[1-10] 0.35% DR per level; 1.035^10 = 1.411 [1.411x Total]
[11-20] 0.45% DR per level; 1.045^10 = 1.553 [2.191x Total]
[21-30] 0.55% DR per level; 1.055^10 = 1.708 [3.742x Total]
[31-40] 0.65% DR per level; 1.065^10 = 1.871 [7.002x Total]
[41-50] 0.75% DR per level; 1.075^10 = 2.061 [14.432x Total]
[51-60] 0.85% DR per level; 1.085^10 = 2.261 [32.632x Total]
[61-70] 0.95% DR per level; 1.095^10 = 2.478 [80.861x Total]
[71-80] 1.105% DR per level; 1.105^10 = 2.71 [219.133x Total]
[81-90] 1.115% DR per level; 1.115^10 = 2.97 [650.827x Total]
[91-100] 1.2% DR per level; 1.2^10 = 6.192 [4030x Total]
Repeat same Cycle from start for 100-200
[101-110] 1.035^10 = 1.411 * 4030 [5686.33%DR = 56.86x]
[111-120] 1.045^10 = 1.553 * 5686 [8,830%DR = 88.83x]
[121-130] 1.055^10 = 1.708 * 8830 [15,083%DR = 150.83x]
[131-140] 1.065^10 = 1.871 * 15083 [28,221%DR = 282.21x]
[141-150] 1.075^10 = 2.061 * 28221 [58,163%DR = 581.63x]
[151-160] 1.085^10 = 2.261 * 58163 [131,507%DR=1,315x]
[161-170] 1.095^10 = 2.478 * 131507 [325,874%DR=32.587x]
[171-180] 1.105^10 = 2.71 * 325874 [883,121%DR=88.312x]
[181-190] 1.115^10 = 2.97 * 883121 [2,622,869%DR=262,287x]
[191-200] 1.115^10 = 6.192 * 883121 [16,240,80%DR=1,624kx]
In other words - lvl100 mobs would take 40.30x less damage (instead of hitting 80.6k you’ll just hit 2000 damage), and lvl200 ones would take 1,624kx less (instead of hitting 1,624,000, you’ll just hit 1000)