Comments on the recent change to Destruction weapons from a more theoretical perspective. (Refering to Imp Destr as well).
Among other things, what this change does is essentially turn that weapon property from
damage irrelevant to
damage relevant. With the old version of Destruction, you could pretty much use it once per minute on high-AC enemies, and then change back to regular weapons the rest of the time. (Remember that DDO's cooldown delay and UI load for weapon-swapping is substantial, and the Quickdraw feat does little to help). But the new Destruction requires hitting it every 20 seconds to maintain the debuff, and you can't miss the end by a few seconds or you'd have to repeat the ramp up. So now if the players want Destruction on an enemy, they've got to dedicate one of their weapon slots to using it persistently.
What this does to loot design balance:
Previously a Destruction weapon was just an occasional thing, used once per 60 seconds on high-AC monsters. If your Destruction weapon had low DPS that didn't really matter, because you weren't swinging it much. So when a named item was created which had Destruction on it, that was in many ways just a convenience or a minor benefit. The Destruction property on something like Epic Kronzek's Cruelty wasn't much of a benefit over simply pulling out a +5 Dagger of Improved Destruction every minute. Sure it was more convenient and avoided the switching delay, but those were minor factors overall.
But in the new version that's different. You're no longer free to hit with a Destruction weapon just for a second, and instead are
stuck using the Destruction weapon longterm. Therefore the combination of having Destruction on an item that is
also decent DPS is suddenly much more valuable. In some ways that's good, because some named items like Rocksplitter were unattractive. But now
a random (or Cannith crafted) item with Destruction is far less useful than it was. The DPS added by the extra crits and Sneak Attack will likely be counteracted by the loss from using a low-damage weapon.
This is similar to the same thing that happened with Vorpal: originally Vorpal was basically an alternate non-DPS method of killing things, so to have Vorpal on an Epic Chaosblade or pirate scimitar was mostly slot-consolidation. Then Vorpal was changed to also cause hp damage, and the named items became stronger relative to the random ones.
Suggestions to deal with it for Destruction:
- Lower the plus cost of Destruction and Improved Destruction on random items. Honestly that won't help much because it still costs the whole suffix, but it's something.
- Be aware of the increased value of Destruction when building new named DPS items.
- Create several new named weapons which have Destruction or Improved Destruction, along with adequate DPS effects. Ensure that light and ranged weapons are well-represented.
Other suggestions:- Change the relationship between Destruction and Improved Destruction so that one doesn't obsolete the other so completely. For example, give them both the same limit on the debuff (such as -5 AC and -10% Fort), but make the lesser effect take slower to ramp up (like with a 50% proc rate, or the existing -1 vs -2).
- Go back and revert the scaling boss Fortification with difficulty settings and reconsider that whole thing, including the underlying Fortification percentage concept.