[NEW MERCENARIES] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
Your Thoughts on Additional Damage Changes?
Hello everyone, I've certainly got my thoughts on the recent changes to Additional Damage (which I'll enumerate though momentarily), but I'd also like to hear your thoughts on the issue.
Using the relevant portion of the damage formula (10.9k Eff. Att. * 0.95 Bal + Add. Dmg. * 6.25) which omits the final ability multiplier, we can compare relative 'output' for individual weapon enhancement levels both against themselves and other brackets. I've chosen +10 (probably where most people are able to achieve), 13 (first level with no 'safety items' on failure (is the true now?) ), and of course +15 as comparison points [feel free to ask about the math if you want, I'm omitting it for now to reduce post size].
Change in 'Output' from a Given Enhancement Level (Old to New):
+10: up ~29.8%
Change in Relative 'Output' between Enhancement Levels:
13 vs 10 was: ~5.6% is now: ~58.5%
15 vs 10 was: ~10.1% is now: ~101.8%
15 vs 13 was: ~4.2% is now: ~27.3%
Percentage of 'Output' Accounted for by Additional Damage per Enhancement Level:
10 was: ~6.7% is now: ~28.1%
13 was: ~11.7% is now: ~54.7%
15 was: ~15.3% is now: ~64.4%
So before, there was always a noticeable 'gap' between 'average' and 'maxed' players due to enhancement (which I think is fine), but now the distance is almost from one planet to the next. Good luck 'staying close' to someone with that much more damage output, and forget it if they have similarly enhanced armor. To me this is what I would scientifically describe as being "bonkers", making the 'new meta' smashing enhancement level and attack speed to the moon at the expense of everything else (until you hit 13 to 15 anyway...).
Short Version: Gotta get dem rune $$'s!!.