What’s not true? Phys builds do have generally higher wpn dmg.
The game might have been “balanced” around it but this thread argues it’s balanced poorly, and imo the augment is evidence to that, together with the fact that physical damage is hardly competitive with powerhouses such as lightning, fire, cold, pierce, aether, vitality, etc.
I get your point, but your math is wrong. It’s supposed to be DMG - 0.7*Armor.
Then, in Ultimate, the 3 physical damage Spanks mentioned above really should be 2.25 physical damage.
I agree with everyone who posted that while physical damage may have been balanced in the past, keeping it balanced in the future requires the devs to be aware of the armor bug and work around it or compensate for it. As evidenced by how weak Steelbloom Powder apparently is, this hasn’t happened (at least not perfectly).
As a constructive suggestion, I propose eliminating the flat damage bonus on Steelbloom Powder altogether and boosting the OA bonus to 4%.
I am also not sure in what way game is “balanced” around this stupid bug. From my experience of playing physical builds in end-game - it’s one the weakest damage types currently.
Seems like a non-issue to me. Fire is one of the (if not most) common dmg types, therefore there are inherently more places to get % to fire/burn convert to fire and flat fire damage.
Have you read the op post, mate? And no, you are wrong, I am afraid, flat fire sources are hard to come by and it’s not about %damage (it’s the same 50% on every augment, it’s just some augments are better than others).