Necrotic Damage and Mitigation appear to have multiple inconsistencies
When doing some testing outside of Miraleth, to test viability and effects of Carphin Jewelry/Accessories and Academus Monitor armor set, when giving and receiving damage against ravens, wolves and zombies.
Additive Weapon Necrotic Damage
1) Physical weapons apply necrotic damage: The damage done to mobs is applied when using physical weapons, such as swords and bows, although the category is defined under 'Magical Offense'. Note: Unable to test on magic archetypes, as gear is on my Tank character.
Suggested fix: Should be visible under both, or more suitable to be under a separate dropdown category. Or only apply when dealing magic damage.
2) Damage done applies to BOTH necrotic and non-necrotic mobs: The damage applied to mobs is a flat amount and applies to what I would consider necrotic mobs (i.e. zombies) and non-necrotic mobs (i.e. wolves).
Suggested fix: It would make more sense for this, for this damage to only affect necrotic type mobs, such as zombies.
3) Necrotic Damage amount is NOT percentage based: As mentioned previously, the damage applied is a flat amount, though it does seem to vary depending on the level of mob and/or some hidden mob defence factors. Wolves suffer 3 damage, Zombies 2. This should be a multiplicative, as if you are dealing damage in the tens/hundreds/thousands, adding flat 2-3 damage per mob makes no sense.
Suggested fix: Update name to 'Multiplicative Weapon Necrotic Damage' and rating is turned into a percentage value, e.g. 'Rating 13 = 2.6%" or 'Rating 13 = 3.9%'. Rating to % needs to be high enough to make it worthwhile. This, allows for better scaling and is more future-proof, when expanding character levels, mobs etc when doing damage; see example below:
Before:
100 damage + 2.6 damage = 102-103
200 damage + 2.6 damage = 202-203
300 damage + 2.6 damage = 302-303
After:
100 damage + 2.6% damage = 102-103
200 damage + 2.6% damage = 205-206
300 damage + 2.6% damage = 308-309
Necrotic Mitigation
1) Necrotic mitigation is not applied to all attacks from necrotic mobs. I am assuming mitigation should reduce the amount of damage received, but it is inconsistent across different attacks. Testing against level 10 Zombie Invoker.
Naked, with Carphin accessories (1.2%)
Plague vomit: 232, 20 per tick
Necromantic shot: 84
Naked, without Carphin accessories (0.0%)
Plague vomit: 232, 20 per tick
Necromantic shot: 85
Armor on, with Carphin accessories (1.2%)
Plague vomit: 166, 14 per tick
Necromantic shot: 72
Amor on, without Carphin accessories (0.0%)
Plague vomit: 166, 14 per tick
Necromantic shot: 73
Here plague vomit damage is consistent, but necromantic shot damage is reduced.
Suggested fix: All these attacks are coming from a necrotic mob, so damage reduction should be applied across the board, regardless if they are physical or magical attacks.
Note: I also tried using armor and some items of the Academus Monitor armor sets, but it's hard to compare when you are increasing armor/magic resist in addition to varying necrotic mitigation, for testing higher percentages of mitigation, so more testing to be completed.
2) Necrotic Mitigation rating/calculation inconsistent: Magical Mitigation is calculated as ‘Rating = 203 = 16.5%’, while Necrotic Mitigation is calculated as ‘Rating = 31 = 4.4%’. Surely it would make sense to have aligned rating to percentage ratios, or aligned to necrotic weapon damage rating values.
Suggested fix: Necrotic mitigation follows the same scaling and/or damage reduction calculation as Magic Resist
Note: In general, there is “inconsistency” between both physical and magical as well, for example: Physical Crit Avoidance Rating = 131 = 12.8%, Magic Crit Avoidance Rating = 4.6 = 4.6%. Ratios are not equal, but unsure if this is intended or not.
Finally, as noted in the former point, unable to verify if necrotic mitigation is applied as a flat value, as damage is, or as is a percentage. Require further testing, but ideally with equal armor and magic resist with changing mitigation values.
I submitted a bug report, but am posting here to allow a few more eyes and input, because the same could apply to other types of damage/mitigation such as Fire, Ice etc