Weapons now have different atk speed scaling based on type, how about flat/base damage scaling too?

I’m referring to things like the extra damage from Cadence/Deadly Momentum, Blitz, etc.

I understand that the intention to have a speed multiplier for weapons was to make the players choose between speed or damage, but right now flat/base damage on skills only scale off attack speed, putting the slower weapons (axe/mace) at a disadvantage.

For example, on my physical DW blademaster, a 26/16 Cadence has roughly 3.8k flat physical damage. With dual-swords, I have 20%~ more attack speed over dual-mace, yet for both set-up the flat damage remains the same (barring damage% on the weapons themselves), and both maces have more +attack speed on them too (16% on mace vs 13% on the swords).

There should be a similar scaling applied for flat/base damage to balance things out.

Final Bump~.

You’re missing the point. This issue only exists because lategame base weapon damage is so low compared to skills and buffs.