Current set bonus: 40% more damage/healing from vers
New set bonus: 175 primary stat + 350 stamina
40% x 36% vers = 14.4% extra damage and healing.
40% x 10% vers = 4% extra damage and healing
175 primary stat = 12% extra damage at 259 ilvl. Maybe 8-10% at max ilvl next season. Regardless of versatility.
So the trinket will provide a somewhat lower damage/healing buff then it does now for high vers players and a bigger benefit than it does now for low vers players. It will also remove versatility’s advantage over other stats in PvP. Meaning PvE gear will be more viable.
At the same time, the trinket will now also buff stam by 350 which is 7k health. Again, a flat buff regardless of ilvl. So, a bigger percentage health boost for lower geared players.
The fact that it is a flat buff will help gear disparity a bit by giving everyone the same baseline amount of primary stat and health.
Damage/healing will actually be a little lower than currently, at least when looking at the trinket bonus in isolation.
Higher health pools + lower damage bonus seems like it could slow things down a tad and means spell power based heals will heal for a smaller percentage of total health while percentage based heals will scale with the new health buff.
All in all, it seems like a minor reduction in throughput and a more significant buff to health pools.
The most dramatic impact seems like the de-prioritization of versatility as the clearly superior stat in PvP. Which will open the door to more stat variety and better viability of PvE gear in PvP (although PvP gear of the same caliber will still have a 7 ilvl advantage). A secondary effect is to somewhat mitigate gear disparity via the flat buff and to potentially slow the game a tad by shifting some of the PvP stat bonus from throughput to stamina.
Overall, the new trinket bonus seems stronger to me than the current one rather than weaker since the throughput decrease is more minor than the stamina increase.
Also, although this will cause spell power based heals to heal for a smaller percentage of health pools, I’m not sure it will dramatically impact healing effectiveness since damage will be impacted to the same degree as healing. So both damage and healing that are not % health based will see a similar decrease in throughput. The larger health pools and lower damage may actually help healing effectiveness by reducing overhealing by allowing healers to heal into larger health pools that decrease at a slower rate.
Caveat: This is all just based on the trinket bonus. Overall throughput will also be impacted by new systems like double legendary and tier set bonus (if those are effective in PvP) which could speed damage up and counteract the impact of the larger health pools. If so, hybrids that do not gain healing throughput from the new systems could see a decrease in the overall effectiveness of their healing relative to damage throughput.