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And it was not super optimized build :D just some random high end gear so I bet I could be around ~70-100% stronger
You also may in fact be missing that Shred (which works on hit damage and dot damage) only stacks to 20% on bosses for most damage types, and that armor shred is the inverse of the armor formula you use for defense, so it has pretty heavy diminishing returns capping out at only a ~85% damage increase for physical hits, which is less than 2x, and ~60% for other damage types.
Sounds like on-hit is even more useless then if armour shred works that way. Less stats to worry about for DOTs. Shred a bit of that DOTs element and thats it, since DOT ignores armour.
in this game scaling depends hugely on the class and skill in question. some classes support some DoTs better than others, some skills support crit and not DoTs, some support mainly added hit damage, some of the newer skills support primary stat best or other random stats. it completely depends
in fact DoTs ignoring armor is not a good thing, since enemies dont have any. thats actually just a multiplier they're missing out on
? Then how come I deal more damage in low lvl areas on a target than in lvl100 ? Resistance alone does not explain the damage reduction.
And lol, if this is true then armour shred is completely meaningless ?
I don't know how to convey this to developers
I dont know what you're seeing personally. Monsters are not supposed to have any armor or resistances under normal circumstances, no matter what the area or monolith level is.
If you're talking about floating damage numbers, they're misleading because of the way that monster effective health is calculated, and its been this way for.... idk its slightly longer than ive been playing the game at least.
Source:
https://forum.lastepoch.com/t/monsters-resistances-in-monolith-arena-are-too-high-85-90/25276/11
Monsters essentially dont actually have scaling health, they have scaling damage resistance. More than likely this is done to save on RAM, but it would be nice if they inverted the calculation for the sake of the floating damage numbers.
The point is mostly to have another 1.6-1.85x damage multiplier stat available for hit based builds.