Up-Votes Needed Ice - Resonating Gale roughly -25% dmg than normal for cost/timing

Discussion in 'Arkham Asylum (Bug Reports)' started by Raijin1999, Oct 22, 2023.

  1. Raijin1999 Loyal Player

    Wrapping up the advancement of a dusted off Ice alt and have looked over several of its powers, post AM update.

    Looking at the maths on this power and it appears to be underperforming due to what I see as a bug with it's hit count. It's a 200 power cost (before scaling) ability that does 3 ticks of damage over time, but the calculations for damage per tick are below the average for 200 power cost abilities in the same vein. Even if all 3 ticks crit, it's off on the damage mark between comparable powers by roughly 25%. Sure enough, when you cast the power you actually see the visual and audio trigger for what should be 4 hits, but the damage only ticks 3 times.

    The 4th tick would bring it's damage back in line with the power cost/cast time balance of similar powers, but I believe what happened here is the removal of the 4th damage tick (possibly as far back as alpha) so that there is no cancellation of a tick, due to a potential recast occuring before the 4th tick has had a chance to trigger (it's a 3 second CD power, afterall). It's possible under previous review that the dev responsible for adjusting the calculations here maintained the 3 second window and cancelled any 4th tick, but did not get around to adjusting the base damage of the 3 ticks to compensate for the loss.

    It may have been part of a prior balancing adjustment gone awry. Before a certain update, Resonating Gale was able to shatter encased targets, causing extra bonus damage, but due to dominance chances in this particular past update, DPS are very unlikely to trigger encasement with ice rotations, thus leaving resonating gale without that explosive damage bonus.

    In any case, the damage would need to be adjusted accordingly with what's roughly a 25% boost to its damage output - preferably with 3 ticks as to not cause issues with recast cancelling anything out. Compared to movement powers like acro' throwing knives, down draft/spin draft that are essentially the same power (cost/timing/AOE) but with standardized 200 cost / 3 second dmg output.
  2. Henoshock Well-Known Player

    Powers which apply PI typically deal less damage than other powers.

    That said, all the powersets have their own quirks, and there aren't always powers among powersets which are comparable. The closest I can think of would be Sorcery's Transmutation; Electricity's Repulse; Quantum's Time Shift and Singularity; and Atomic's Ionizing Eruption. These all apply PI and should be ranged AoE costing 200 powers with a 3s cooldown. If you do test these, then you should also be prepared to show your testing results and data of both the base damages of these powers and the base damages of other powers which should be hitting harder.

    Another note is that Iconic and Movement Mode powers typically have decent base damages but won't necessarily benefit from PI. I would assume that they aren't designed to be used in every loadout, but provide viable alternatives, and so should have decent damage.

    Also, if Resonating Gale were dealing 25% less damage than "comparable" powers, then it would need a 33% increase in its damage to deal as much damage.