Bleed cap analysis - xpost from reddit
This all has been already done and discusse with similar arguments and data as in that post.
Thing with bleeds is that they can last very long. And with no cap and very long bleeds it may be too strong. As a DOT it ignores armors and protection boon, direct damage is reduced by both and by a whole lot too.
2 necros can easily stack on someone 20+ bleeds and epidemic it to others giving others 20 stacks and if there was no cap you could throw another epidemic giving another 20 stacks for a total of 40 stacks.
Math in that post is all fine and dany but it does not take into account class mechanics, how skills interact and so on.
Preventing that 4k direct dmg is easier because you can CC source, you can have armor reduce it, you can have protection up etc. You can LOS DD attacks.
Once dot is on it stays even if you cc source, even if you got armor and protection up it deals same damage. It often lasts long and is easier to apply and spread. The only protection is limited condition removal.
I think Burn deserves more attention from bleed anyways.
Killyox actually 1 necro can easily stack 20+ bleeds so the 2nd would be useless. That is the point.
Epidemic is the only logical reason so far why the cap is in place… We need a way to balance a no cap bleed system with this skill.
The main thing is I cannot go into a dungeon on my necro with anyone who is condition build because it would make 1 of us redundant.
If I wanted to do arah path 4 with 5 necros It would be impossible, but 5 direct damage warriors could… that is a broken system.
The problem lies in either condition removal or condition cap (for pvp). PVE is very different but I think the easiest solution would be to make anything labled a veteran allow 45 stacks of bleed for example, champion allow 65 stacks of bleed, Legendary allow 85 stacks of bleed (example) Simply because they do take a long time to kill and in the open world pve you can’t expect everyone to not try (or accidently) stack bleed over yours.
For pvp, its more about condition removal because some professions do this too well, others lack it significantly. 1 condition removal should not take away 30 seconds of poison or 25 stacks of bleed in a snap, utility skills/traits completely negate all cond dmg and leave the enemy useless (mainly talking about ele here atm). Some, but not all, prof completely counter cond builds no matter how much that person tries.
break. I feel like they should be back by now..”
they already tried in the pat with no cap (before beta) and said stuff dies just too quickly with it and if there was none it took too long.
This is far more complicated than seen on paper.
PS
technically speaking that Reddit post is not “analysis”. People overuse this term for things that have nothing to do with analysis which is far more in-depth and detailed.