It was the example I wrote out earlier:
In that way it avoids further quadratic scaling from itself.
technobabble...
If it had been worded as to buff Bestial Wrath and pet damage at all times (including during BW), it’d look something like this at X Mastery stat:
- Increases the damage done by your pets and summoned creatures and the effect of Bestial Wrath by 40%.
— Your normally 25% damage bonus Bestial Wrath therefore becomes 35%. Meanwhile, your pets are doing 40% more damage baseline… which then becomes 89% increased pet strength (1.4*1.35=1.89) during Bestial Wrath, up from the otherwise 75% bonus had BW not also been increased.
This boils down to basic product maximization (“Given a sum of X between two factors, what is the largest product possible?”) and why mostly balanced stats naturally hold themselves in equilibrium. (A good test for whether your stats are sufficiently balanced is simply how high one can be stacked before an increase to it would be less meaningful than an increase to another without any threshold/window or mechanical changes to its value.)
Compare the above against the case that an equal DPS value had been given from, individually, the general pet modifier and the Bestial Wrath modifier alone (if the Mastery were simplified to affect only BW or only general pet damage without respect to their multiplicity). The product, then, would be lower, because the two factors would be further apart from each other (7x3 instead of 5x5, for instance).
Tbf, it’s not a huge deal except if/when secondary stats get huge, which won’t likely be the case in SL anyways.
I consider that a problem unless a row is specifically reserved for the purpose of correcting/improving X core mechanic after Y level and those three options are in tight balance.
With SoB the obvious winner in nearly all fights and Chimaera Shot suiting an altogether different purpose, that’s just not the case here.
I feel like this ought to be more fun and applicable to leveling and PvP in general.
Crazy untuned spitballs forthcoming…
Killer Instinct V.2 - Your Kill Shot can now be used on targets below 35% HP and your Kill Shot increases the damage of your next Kill Command by half of its damage dealt.
- Gameplay goal: Killer Instinct → Kill Shot. Kill Shot makes for a killer Kill Command… which you of course bank as permitted for disgusting AoE burst after focusing down the Inspiring mob in M+ or the pesky yet overambitious caster in RBGs.
Killer Instinct v3: Reducing an enemy to below 35% HP has a chance to generate an additional charge of Kill Command. Successive chances are reduced for a brief time.
Additionally, Kill Command inflicts Predator’s Rush for 3 seconds. Killing affected enemies regenerates 10 Focus per second for the remainder of the duration of Predator’s Rush upon their death.
Again, spitball, but it just feels like these skills should encourage a bit more hype — more to look forward to than just “Wait, if I hold KC for 2 GCDs it’ll deal more damage… (although I still have nothing better to do in ST anyways, so I guess I’ll just waste CS’s KC-CDR?)” or, per your new effect, “Better not KC anything that isn’t afflicted with Barbed Shot…”