Read moreMods 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.
The issue here is that almost...
Thanks for the context! I don't have the right information right now to be able to get into those details - that's more the domain of the systems designers...
Let me do a bit of investigation and get back to you - at the very least I can probably provide some more context to the reverse engineering you've been doing. π