https://gswiki.play.net/Weighting#Damage_Weighting
Damage weighting currently has a randomized effect to a floor of Somewhat weighting, which makes damage weighting consistently undesirable over crit weighting. In an effort to improve damage weighting vs crit weighting, I would like to propose some potential alternatives. The current mechanic is available on the wiki linked above for those who want to review.
Some proposals to modify how damage weighting works, in no order of preference:
- Variable amount of HP damage with a floor of 50% of the damage weighting total and no less than Somewhat equivalence
- outputs to 100% HP damage, no wounds or criticals
- Add Concussive Blows feature to damage weighting
- Damage weighting should lower the AsG of the target
Have any other suggestions on how to improve damage weighting? Concerns on changing how damage weighting works today? Share 'em here!