#160 y lo dudas? va a seguir siendo igual, a no ser que los modificadores alternativos sean mucho mejores, el tema es que el vulnerable y el crit es muy facil escalarlo y es todo multiplicativo para mas inri el resto, no suele funcionar asi y son aditivos
Para que os hagais una idea
For additive bonuses, each 20% bonus adds the same flat amount of damage: 2,000. So if you add a 20% bonus ten times, you're adding 2,000 damage ten times, for a total of 20,000 additional damage. Your final damage output would be 10,000 (base damage) + 20,000 (bonus damage) = 30,000 damage. As you can see, each consecutive additive bonus of 20% contributes less to the overall percentage increase in damage. The first 20% bonus is a 20% increase of the base damage, but the second 20% bonus is only a 15% increase of the initial base damage, the third is approximately 13%, and so on.
For multiplicative bonuses, each 20% bonus compounds with the previous total. So you'd start by increasing the 10,000 base damage by 20% to get 12,000. Then you'd increase that 12,000 by 20% to get 14,400, and so on. If you do this ten times, your final damage output is 10,000 * (1.210) ≈ 61,917 damage. With multiplicative bonuses, each 20% increase is always a 20% increase of the previous total, so the increases get larger as you go along.
Y este es uno de los problemas y por lo que el vulnerable esta roto, por que es multiplicativo, con todo los modificadores de skill tree, paragon tree y gear en general, mientras que la mayoria de bonuses en plan daño a venenos, daño a fisico y un largo etc, son aditivos, por lo que siguen siendo peores.
Ahora los han buffado creo sobre un 30%, no se yo si sera suficiente, por q el vulnerable hay mucha mas fuentes para stackearlo, mientras el resto practicamente solo sale de stats de equipo.