Damage stacking currently gets out of hand, simply because of its math being multiplicative. Usually it involves packing Fallcall, Hunted (Bloody Palms), Absolute Death, Charge Mind, Voltiger, Greaper... lightning talent that boosts your damage on shocking criticals, and pretty much almost every damage buffer ever.

The reason it's an issue, is because multiplicative calculations appear to make its damage reach insane levels, regardless of one's damage reduction. To provide some examples:

**That said, a few solutions to this easily accessible problem have been mentioned, so far.**

A) Creating diminishing returns for damage increases.

B) Nerfing Bloody Palms and Fallcall, since they're the most common in these set ups.

C) Making the math become additive, instead of multiplicative.

A) Creating diminishing returns for damage increases.

B) Nerfing Bloody Palms and Fallcall, since they're the most common in these set ups.

C) Making the math become additive, instead of multiplicative.

Personally, I'm leaning towards C, because I feel that it'd solve many issues in one go- the damage turns out to be much more bearable when the math is additive instead.

Here's a quick example of Multiplicative versus Additive:

Shujin wrote:And just to add on this and my usual concern with how damage stacking currently works.

Fern Is doing roughly 178 damage without critting or any multi

So the damage right now (not the exact numbers but not far off):

Chain-calculation: 178 base Damage*1.75(Crit)*1.1(1vs1)*1.25(Absulute Death)*1.25(Splash)*1.5(Fallcall)*1.17(Chimera paint prayer+bloodypalms/Hunted)=939 damage

Mods added togeter before: 178*(1+(0.75+0.1+0.25+0.25+0.5+0.17))=537.56 damage

So alone with this change we can combat insane damage multi stacking in future, and almost half this damage, while people that use like only two multipilers are barely noticing any change.

So what do you think?