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There were x2 damage dealt/taken and x4 dealt/x2 taken I believe which can heavily depend on and your equipment as to whether its worth it.
Such as this from a few patches back https://steamcommunity.com/sharedfiles/filedetails/?id=1277574023
The boss unfroze before the shot hit or it would've 1 shot him (instead of doing about 80% of his health).
sounds very balanced!
For harder two-cell and up difficulty with no health fountains, this helped me reach Hand of the King with more health flasks left. Before fighting him, I reroll to remove the health gain bonus.
Then maybe it's more of an issue for people like me who are still working their way into the last stages of the game before any form of NG+
I still get hit a lot and 100% more damage to myself can take my health meter down very fast.
The +100% damage recieved penalty isn't only found on legendary gear though. Normal drops can get a rare roll of 1% of damage dealt = life steal that's automatically paired with the +100% damage recieved penalty. And the steam workshop mod from the sounds of it would remove that penalty as well.
Which of course the workshop mod isn't balanced. It's basically meant to make the game easy mode.
I suppose I can see the logic in that now that we can reforge the items before the final showdown but aren't you even more at risk on higher cell numbers when the damage is significantly higher to the point it could 1 shot you (think the game still has 1 shot protection doesn't it?).
Meaning you'd need at least 50, likely 90+ hits on enemies without getting touched to get back to full health. That is seriously risky when the next shot would be a guaranteed kill.
Even worse is traps would deal double damage.