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1 war elemantal and 3 supplementary and then you only have like 2-3 slots left for character specific skills or defense stuff.
All the builds at the end are the same. The only question there is will use some + sigil with uplift, cascade, improved dodge etc or not.
Since the game explains nothing I'm sure the majority stacks dmg without realizing that you only need dmg cap sigils and one single flat dmg up of your choice.
Attack sigils are useless... health is borderline useless.. stronghold lvl 15 isn't that bad. With it you won't get oneshot most of the time at 41 k hp.
Some skill and finisher dmg caps however go beyond what I wrote above.. but for these I wouldnt stack dmg ups more.
I'd prefer they removed it and instead gave bosses more health and let players stack dps if they want but be a glass cannon or build some damage and have QoL sigils if they want it.
I think the cap is a good idea, but I don't think being able to increase it is. Like if you capped attack at 300% of your unbuffed pre sigil attack, and removed every cap increase, I think the game would be better for it.
More or less. Damage cap is a good thing, but it still makes me question the though process behind the various sigils. Its just like the Final Fantasy games having damage caps; without a cap in damage you cant make an engaging fight, cant make a challenge.
So the question then comes, whys the damage/hp of bosses scaled the way they are? I dont know the answer to that, but I would love to have a conversation with the minds behind some of these choices, JUST so I can understand what they are trying to do.
My thought is they just make the current 250% cap increase baseline, remove the damage cap skill entirely, and turn the last sigil slot in the mastery trees to some other stat increase (like another 700 attack and 2000 health), or removing that node entirely. Since sigil+ exists, the current 12 sigils we have access to means a max potential of 24 skills, but 4 of those are currently required for damage cap, so you realistically only have room for 20 skills. If the cap were made baseline and the skill removed, then removing 2 sigil slots would leave you with 10 slots, for a max of 20 skills again, keeping the change as balanced as possible while removing this frustrating requirement.
Basically makes high risk things pointless because you don't gain anything.
Having a cap is basically allowing defensive skills to have value. Monster hunter often runs into the same problem but their solution is different slot sizes.
Or just reduce all the offense stats in general so you don't do damage so quickly. Monster hunter is a bad comparison because damage isn't exponential in that game.
Damage cap also reduces build variety because defense down is pointless, attack up is pointless, supports to increase offense are pointless, basically everyone does the same damage and tankynes because you can easily get away with it.