That was the player. That said, I would argue that the player is not really doing anything wrong with their loadout. Rather, as has become very popular, they are taking advantage of some low-hanging flawed mechanics regarding skull damage.
Here’s what’s happening:
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Maximum damage reduction for any given damage type in-game currently is 80%. Therefore, with maximum damage reduction for that damage type, 20% of damage will be inflicted on the opponent.
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The amount of damage modifier needed to fully overcome that 80% damage resistance is [100% full damage / 20% damage received) = 500%.
Check: 500% damage modifier * 20% damage inflicted = 100% damage taken (aka full damage)
- Because the player already has 100% base damage output, only 400% more additional damage is needed to fully overcome maximum skull damage resistance. This takes the form of Critical Hit Damage Bonus.
So, how does one get 400% additional damage bonus from skulls? Quite easily, actually.
- One of the easiest ways to quickly boost crit damage is from stacking +Cleave attributes.
While Mythic +Strike attributes yield +8% bonus spell output:
Mythic +Cleave attributes add +80% crit damage output:
Therefore. +Cleave attributes are ten times more efficient for damage output than +Strike attributes
So, at 80% per +Cleave attribute, it only takes five of those to reach 400% crit damage bonus to fully negate maximum skull defenses. And that’s before Gear effects are applied.
- Gear: The two lowest hanging fruit pieces of Gear for making the most of skull damage for most players are Bloodfang Twinblade (for boosting crit chances) + Runic Wristband (for further boosting crit amount)
With the increase in the size of the gameboard in a previous update, it is very easy for the board to naturally contain significant numbers of the right colored gem to boost crit chances to close to (or reach) 100%.
Late game characters in Mythic gear easily field mono-color masteries in the thousands, resulting in several hundred percent additional crit damage being added from the gear effect from this piece alone.
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As a random example, here is a Shaman in PvP deploying such a build that I took some screen snips of today while typing this post:
Pre-Combat Opponent Crit Stats:
Turn 1 In-Combat Opponent Crit Stats after Twinblade and Wristband effects applied:
Quite intimidating for a healer class, and likely strong enough to one-shot me through maximum block at more than 1.5x base damage on a successful crit after 80% damage reduction is applied. As discussed and verified by multiple players above in this long thread, dedicated melee oriented classes can reach 1000% or higher with Critical Hit Damage Bonus.
And that’s really just the tip of the iceberg on the matter. There’s other gear/gear set bonuses that affects crit/crit chance, Mercs have a spell that boosts both, and so on.
The whole skull crit/crit damage mechanic needs an overhaul badly. As long as players can easily achieve enough crit hit chance to semi-reliably crit and enough crit damage modifer to overcome 80% skull damage reduction, there’s no real reason to run a spell build at all as skull damage is simply vastly more efficient right now even with the new Dragonking Axe in play to boost spell damage.