Balance Feedback: Over-Enchant Scaling for Proc Weapons
Executive Summary
The current over-enchant mechanic (+1 above safe adding a flat +1% proc rate) creates an unintended scaling imbalance between different proc weapons. Because a flat percentage increase multiplies only against the damage of the proc, weapons with high-damage/low-frequency procs gain significantly more value per enchant level than weapons with low-damage/high-frequency procs.
Standard weapon enchants (e.g., +7 to +9 adding +2 physical damage, or +3 elemental damage) scale uniformly across all weapons. Proc scaling should follow a similar balanced design principle.
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Mathematical Breakdown: The +1% Imbalance
The average damage added per swing from a proc is determined by its Expected Value (EV):
Avg Damage Per Swing = Proc Rate * Average Proc Damage
When an over-enchant adds a flat +1% (0.01) to the proc rate, the return on investment (ROI) is solely tied to the weapon's average proc damage:
Enchant Value Increase = 0.01 * Average Proc Damage
This formula completely ignores the weapon's original base proc rate, creating a massive disparity in upgrade value:
- DK Sword (13% Base | 95 + 35 random): 112.5 Avg Proc Damage = +1.125 avg dmg per swing per +1%
- KV Sword (15% Base | 45 + 60 random): 75.0 Avg Proc Damage = +0.750 avg dmg per swing per +1%
- Trident (14% Base | 25 + 70 random): 60.0 Avg Proc Damage = +0.600 avg dmg per swing per +1%
#### Key Takeaway:
At +1 above safe, upgrading a DK Sword gives almost double the damage value (+1.125) compared to upgrading a Trident (+0.600). As players over-enchant further (e.g., +3 or +5 above safe), this gap widens exponentially.