Patch notes - All the changes we haven't asked for

Blizzard seem to be Blissfully unaware or ignorant that a few % changes here and there and reducing a multiplicitive damage bucket will NEVER promote build diversity becuase it is still a multiplicative.

With Vuln it’s a multiplicative bucket that classes and builds do not have equal access to across the game.

If they wanted to reduce the reliance on Crit% and Vuln% whilst also lowering the damage of those overperforming classes that could maintain permanent access to these then they just had to make a single bucket with multiple options.

Even if they just flat out removed Vuln all that would happen would be that Crit% becomes even more of a requirement.

Outside of Mainstat Damage bucket you must have multiple ways to fill a damage bucket in order to get diversity.

Instead of this:

DMG = ((skill% x weapon dmg) x ((1+dmg%) x (1xdmg%)) x (1.2xvuln%) x (1xCritChxCritDmg)) + ((Hp+Fortify) x overpower%)

Gimme this:

DMG = ((skill% x weapon dmg) x ((1+dmg%) x (1xdmg%)) x ((1.2xvuln%) + (1.2xCritChxCritDmg) + ((Hp+Fortify) x overpower%))

Edit: Now builds who have LESS access to 100% vuln uptime can focus on crit or overpower.

Or you can run a 0% Crit DoT build focussed solely on Vuln uptime. Or if crit for dots is enabled then a mixture of crit vuln without actually being forced into skills and selections to ensure maximum Vuln application uptime.

Then finally Overpower would actually be a useful mechanic. A flat 3% of flat unscalable damage that at maximum when stupidly highly invested will deal 1million extra damage to a skill at level 100 is a joke.

Even with conditional gauranteed overpowers… You get one every 5-6 casts limited by resource or by remaining healthy for x seconds. To deal only ((HP+Fort)xOP%) extra after all other calculations have been done? Absolutely insane thinking this is good design.

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