I imagine it was either this type of change, or they went full square root mode after a certain number of targets.
I havenât tested or grabbed exact figures but letâs neckbeard some math here with 9% as a plug number.
You have 8 targets. Inferno generates full at 5 from 5, but reduced from all beyond 5 targets. Since there are 8 targets, you know none of these targets will give full % chance. If Inferno base is 20% and the nerfed one is say⌠9%, youâre looking at 8*.09 = 0.72 (72%) for a fragment (rather than pre-nerf, which would have been 8*.2 = 1.6 (160%)). If that target count was increased to 20, youâd be at a very linear 20*.09 = 1.8 (180%)).
To recap:
8 * .2 = 1.6 [pre-nerf]
8 * .09 = 0.72 [post-nerf]
20 * .2 = 4.0 [pre-nerf]
20 * .09 = 1.8 [post-nerf]
If they went square root mode, youâd see something like this:
Assuming still 8 targets.
5 * .2 = A, 1.0 (100%) --this is still completely uncapped, sum of 5 targets.
(1 / sqrt(2)) * .2 = B, (0.1414213562) or ~(14.14%)
(1 / sqrt(3)) * .2 = C, (0.1154700538) or ~(11.55%)
(1 / sqrt(4)) * .2 = D, (0.1) or(10%).
A + B + C + D ~= 1.35 (135%)
But then the 20th target youâre hitting is
(1 / sqrt(20)) * .2 = E, (0.0447213595) or ~(4.5%).
The 40th target, if youâre MDI-style pulling
(1 / sqrt(40)) * .2 = F, (0.0316227766) or ~(3.2%).
TL;DR - if they wanted to target MDI style pulls harder, they would have put scale root resource generation scaling in place, but they opted for broader nerfs with a larger impact on the type of content youâll more likely see.
If anything, this will definitely hamper our output because Inferno was making it to where you didnât even have to bother with Immolate on pulls with 7+ mobs, BUT once you put a few Immolates on a pack and then start your ramp, it should be fine, esp with PI {pls delete PI blizz}.