I have reading comprehension, you’re reading something into the post that they didn’t state. They clearly stated the stacking modifiers are the problem.
I’ve done the same thing but point out when I’m inferring something they didn’t come out and clearly say.
Let me get this straight, your going to solve the problem they stated above (Extreme burst down to wet noodle) by adding an even larger damage amp build while making more of it passive?
Our top end is higher right now due to the passive amps adding more than seraphim did. This means the difference between burst damage and normal damage is further apart than on live. A JV can be modified to 16X base damage including a crit modifier.
They are trying to fix this…
xtreme burst damage, but in return leaves your core abilities feeling unsatisfying and under-tuned.
You think they fix this by making top end higher as long as more of it’s passive? The higher top end is the lower sustain has to be if you want to maintain roughly the same overall damage. You don’t fix this by adding modifiers, you fix this by removing them and making base damage higher.
Hint that 60% passive damage amp becomes much higher when stacked with wings/FR. That 66% amp on VoJ becomes much higher.
Those two stacked take a baseline finisher from 100% damage to 266% , 166% increase.
Add wings and FR and those two go from adding 166% to adding almost 280% damage. Amps are multiplicative, so if you start with a passive amp of 166% you add wings and FR then that passive amp goes to the moon (166% X 1.2 X 1.4 = 278.88). That’s 280% those two are adding, that doesn’t count the wings/FR amp to base. Total it looks more like this…
100 base
160 after blessing of dawn (X1.6)
265.6 after VoJ (X1.66)
318.72 after judgement (X1.2)
382.464 after wings (X1.2)
535.4496 after FR (X1.4)
If you want wings and other active CDs to feel good as well, you have to start with much smaller modifiers or none at all unless you want to push top end way to high forcing wet noodle damage outside of CDs.
The FR and wings amp becomes more than a 200% increase over baseline damage. A single crit during this window becomes worth about 4 base line finishers (400%) rather than 75% value of baseline.
Add sophic/on use trinket you are north of 600%. Add in crit modifier you are at 1050%. Add in HoJ with JV your getting near 1600% of base damage…
If you get rid of these stacking modifiers you could increase base significantly and buff wings to add 30-40% damage. You could have wings add 30% damage and 30% crit, you can do a lot if you get rid of these modifiers. Yes top end would be lower than live but base damage could be much higher and CDs still feel good to press, the entire goal of the rework according to the blue posts.
There are way to many modifiers right now. It’s worse than live, I’m baffled as to why the Devs are doing this. These modifiers are hamstringing our class and the PTR has yet to fix that. I don’t understand why so much of the player base doesn’t see the following…
Adding more stacking modifiers, especially ones with high % values, prevent implementation of a damage profile in accordance with the original intentions communicated by the blue.
You can’t have conditional stacking modifiers that add this kind of damage and have base higher as well. Small % flat increases work fine, over a number of talents. You can have 1 add a significant amount to top end or perhaps a few, you can’t have 4-6 with high percentage values that stack (multiplicative) and not run into the same problem as live.