Mods unlocked the thread so I'll put this here now.
In regards to the damage formula, the primary concern is that too many things stack additively as opposed to multiplicatively. Currently, damage is calculated as follows:
DAMAGE = (Base * (1+A)*B*(1+C)*D*E)+1
where
- A is sum of all damage bonuses on gear.
- B is the base crit multiplier of your weapon/ability.
- C is the sum of all critical damage modifiers
- D is the damage type modifier (things like Lightning doing more damage to shields)
- E is the sum of all debuff modifiers. Currently just Target Beacon/Taunt (33% each and they don't stack with each other) and Acid (25%) for a Max of +58% damage.
source
The issue here is that almost all bonuses we can get from inscriptions, MW bonuses, and components fall into category A. Meaning that all of the cool stats we can control stack additively and can't have synergy with each other the way they do in most other games. The one other multiplicative scale we can get is things like speed on gear and reload time/clip size on weapons. /u/AcidicSwords explains this issue in a bit more detail here
but essentially there are 3 main problems with additive scaling:
1) It means you need increasingly more bonuses to get the same % difference in power level. (i.e., if you roll +200% damage on your weapon, then in order to double your damage, you need to collect another 300% damage from all sources). So the value of farming for additional gear goes down in terms on noticeable difference in power. For the most part, it takes a %difference for players to feel more powerful, which is ultimately the reason we want to chase loot.
2) It means stacking lots of damage bonuses doesn't really matter, all that matters is the sum of everything. there's no synergy between gear.
3) It doesn't work well with the exponential scaling between difficulty levels. /u/acidicswords explains this in more detail here
Obviously, not everything needs to be multiplicative, but breaking out a few more of the things in category A would go a long way.