So correct me if I’m wrong, but currently dmg is applied based on: Stats * Additives * Vulnerability * Crit/Overpower * Other multipliers (aspects, passives…).
Because of the given formula, every build usually stacks one source of dmg increase against X (dmg against burning, against bleeding, poisoned…) while also being forced into taking one source for vulnerability.
Because of this, most sorcs go with the fire bolt enchant and use frost nova, for example, and this is also the main reason why many meta builds ignore legendary nodes in paragon boards and simply stack rare nodes with increased damage against X and vulnerability dmg, with gems to then support both stats.
Personally, I like vulnerability. I think the game has room for it, but because it adds multiplicative to all other variables in the damage formula, it’s feast or famine with this one. Instead, I believe that the game could benefit from treating vulnerability as bleeding, burning or chilled, with its own flavour being that everyone starts with the extra +20% dmg against the enemy.
I know I don’t need to follow the meta. Personally, I’m playing my own meteor build and I’m not even in WT4 so I do not have the NEED for these shenanigans. Nevertheless, I can already read the writing on the wall when I contrast how long I take to down a boss or a pack with frost nova vs without it.
I do not know what the devs think about vulnerability, and I would love to hear from them on this one, but I also would love to see what the community thinks. Do you feel like vulnerability is fine as it is, do you think it needs to be reworked, or maybe even deleted?