Mayhem scaling skills have had a limelight on them for awhile. This focus has been magnified by the upcoming raid boss and the existence of mods to crank up enemy health allowing characters to truly stretch their damage dealing potential.
So for those out of the loop what is the short of it?
- The highest single health enemy in the game is Spongeboss with approximately 1.3 Billion HP. The toughest 1 shot test in the game is Psychoreaver phase 2 with 1.2 billion hp and the player having no access to the 300/90 anoint.
- Moze using an Ion Cannon has been able to 1 shot a Graveward modded to have 6 Trillion health.
- Zane using the complex root has 1 shot a similarly modded Graveward with over a quadrillion health.
- So Moze through Short Fuse and Skag Den is capable of dealing over 1846 times more damage than the largest singular health bar in the game.
- Zane can do 769230 times the health of Spongeboss, this has 2 caveats though. 1 it requires an Eraser compatible hitbox. 2 this is theoretically uncapped but weāre using numbers that people have achieved instead of pure theory.
Okay so now weāre caught up on what has been done. Lets talk about the future raid boss. The reality is without either massive balance changes or immune phases we will 1 shot the boss day 1. The theory crafting community knows this and Iām sure Gearbox does too. Fixing the power creep of damage however isnāt a simple nerf and Iāll go over the short comings of suggested fixes and why theyāre either meaningless or excessively harsh when trying to stop 1 shots but keep the skills balanced for general play.
Short Fuse
To avoid distracting from the conversation here, math for all numbers listed can be found in the Short Fuse Math Appendix at the end of this post.
Remove Mayhem Scaling from Short Fuse, Skag Den and Big Surplus
Many see mayhem scaling as the issue causing Moze to be able to 1 shot bosses. Min maxed gear and full overkill with no use of debuff gear on Moze currently achieves a theoretical damage multiplier of 6 861 665x the Ion Cannonās card damage. If we remove mayhem scaling from this equation the number becomes 506 861x the Ion Cannonās card damage. Weāve lost a factor of about 14x from our damage. Last I checked however an Ion Cannonās base damage is 161 664.
Dial a calculator quick:
161 664 x 506 861 = 81 941 176 700 (81.9 Billion)
That is still over 42 Spongebosses combined. So removing mayhem scaling doesnāt solve the issue, our upcoming raid boss likely still gets 1 tapped. So lets now apply the second āfixā I see mentioned a lot
What if Short Fuse didnāt double dip and nothing mayhem scaled?
Bluntly put at this point Short Fuse is dealing less damage than the shot that procād it. So surely now we canāt 1 shot the boss right?
Our potential damage is still 29.6 billion.
So in all likelihood, weāre still 1 tapping the raid boss, or worst case we have to go and start using debuff gear. Lets not forget that is still enough damage to 1 shot 22 combined Spongebosses.
Not enough? Lets make Short Fuse deal exactly 1 damage.
Our potential damage is still 26.9 billion.
Short Fuse alone isnāt our problem. Thereās a full damage formula and set of gear interactions alongside Short Fuse that makes 1 shots crazy. These examples hopefully drive home the point, that attacking Short Fuse and Mayhem scaling without touching other aspects wonāt stop Moze 1 shots, itāll merely make the skills worse. Moze will continue to 1 shot things.
In these theoretical examples Iāve been laying out our damage before Skag Den and Short Fuse apply is still 3.6 Billion. Thats still enough for any non immune phase boss in the game currently.
Short Fuse is the pinnacle of Mozeās damage and it being adjusted down in the name of balance is justified. However the balancing needs to focus on Short Fuseās impact on sustained damage.
Short Fuse is a capstone and deserves to be both interesting and powerful. Removing double dipping or applying a damage cap to Short Fuse are the types of changes that would make the skill fundamentally less interesting while not practically changing the 1 shots that got Short Fuse its recent attention. The math above shows Moze can 1 shot regardless of what happens to Short Fuse, so changing Short Fuse to try fix the problem doomed to failure.
Can Short Fuse be nerfed without removing its complexity?
Yes, the removal of mayhem scaling from the skill would do this. Short Fuse already scales off damage dealt and hence is benefitting from your guns scaling with mayhem and the presence of better anoints being more readily available to you. Short Fuse would require meaningful consideration on whether or not it was worth using if it had no mayhem scaling. There would become grey areas for really high pellet count or non splash guns on whether or not SF was a damage increase vs going deeper in other trees.
Removing Mayhem scaling would not remove the ability to use lesser weapons for bossing
Kills such as this would remain possible, but would require more investment.
The issue such a change creates is to shift the power balance towards Moze pets which encourages an AFK playstyle GBX has stated they donāt want. Player agency in gameplay is a good thing, pets being noticeably stronger removes motivation to do so. While in my ideal world mayhem scaling would be taken off Mozeās skills, Bear and Cub double dipping would be fixed and the latter halves of Mozeās non blue tree would see buffs and more damage formula variety. This meet in the middle solution for Bear and moze power is unfortunately unlikely to happen.
Eraser
Eraserās a often forgotten aspect of how absurdly powerful Zaneās purple tree is. The potential of the skill is absurd, not only does it double dip more damage multipliers than Short Fuse or Ties that Bind, its also capable of coming in any element and has no form of cooldown. In practice this is usually balanced out by the difficulty of aligning enemies, hence it becomes a power spike occasionally and is good reward for playing well. That I think many would agree with me when I call fair. Its not an instant win button but it does allow great power when used properly.
The issues however arise when you combine such a skill with weird hitboxes such as Graveward or Psychoreaver phase 2. Then add a gun that doesnāt fire straight into the mix. Guns such as Recursion, Conference Call and Complex Root. These aspects remove the balancers that Eraser has and allows it to spawn infinitely provided your hardware can keep up.
Spawning infinitely is key here, as long as Eraser can spawn infinitely changing the numbers on it wonāt functionally change the skill being able to surpass a trillion damage, what it would affect however is how the skill performs in general play.
Even in a situation where the skill is changed to give a damage penalty Zane could likely surpass it easily. Consider that if Eraser damage was cut by a factor of 10 from its current 220% of the original pellet(at 3/3) to 22% it would take just splash anoint, On Grenade Throw and Our Man Flynt being active for the new bullet to deal equal damage, if we then consider elemental bonuses then the Eraser Projectiles will still continue to gain damage that helps it exceed the original projectile.
For the purposes of boss 1 shots with Root or Recursion nothing would change. Eraser would continue to exponentially spiral out of control allowing any compatible hitbox to be 1 shot.
Nerfing Erasers damage isnāt going to stop it from doing trillions of damage, nerfing erasers % would however cut back on the reward the skill gives for lining up your shots in a skillful manner.
To stop Eraser without butchering its use in organic play you have to target the retrigger system. Thereās a couple ways to do this. Making each bullet only able to trigger Eraser once is the most intuitive change however this is possibly difficult to do from an implementation stand point. Adding an internal cooldown to Eraser triggers is the simplest implementation and has precedent from previous nerfs, however such a change disproportionately disadvantages multi pellet weapons and creates ant synergy with Playing Dirty and Zaneās high pellet count synergy.
Short Fuse Math Appendix
Gear and Spec used
Fire Ion Cannon
- 300/90 anoint x1 Max Damage Roll
3 Fire Guns
0.m with Fire Resistance
- ASS Break Fill Anoint
Any fire grenade
- 25% OGT Anoint
Flare (No points in Stainless Steel Bear)
- Weapon Damage
- Splash
- Weapon Crit
Victory Rush Artifact
- Area of Effect Damage
- Double fire elemental damage rolls.
12% assumed for all Guardian rank values.
Skill Tree Spec used
The damage calculations
Ion Cannon shot
Gun Damage x v1 x v2 x element x splash x crit x GR Rank x Ion Charge x Overkill x Omnom Amp x Omnom Circle
2,57 x 2.2 x 4,25 x ( 1,9 x 1,75 ) x 2,14 x ( 2 x 1,56 ) x 1,12 x 2,25 x 5 x 2,25 x 1,5 = 22 686
Skag Den triggered by Ion Cannon shot
FitSD % x Mayhem Scaling x Gun x v1 x v2 x IB Damage x element x GR Rank x Ion Charge x Overkill x Omnom Amp x Omnom Circle x Omnom Circle
0.15 x 31 x 2,57 x 2.2 x 4,25 x 1,2 x ( 1,9 x 1.75 ) x 1,12 x 2,25 x 5 x 2,25 x 1,5 x 1,5 = 28 438
Short Fuse Proc
Ion Cannon shot x SF % x Mayhem Scaling v1 x v2 x Splash x Element
22 686 x 0,75 x 7 x 2.2 x 4,25 x 2,14 x 1 = 2 383 053
Skag Den triggered by Short Fuse Proc
Ion Cannon shot x SF % x FitSD % x Mayhem Scaling x 0.75 x v1 x v2 x IB Damage x element x Omnom Circle
22 686 x 0,75 x 0.15 x 31 x 2.2 x 4,25 x 1,2 x ( 1,9 x 1.75 ) x 1,5 = 4 427 488
Skag Den without Mayhem Scaling triggered by Ion Cannon shot
FitSD % x Gun x v1 x v2 x IB Damage x element x GR Rank x Ion Charge x Overkill x Omnom Amp x Omnom Circle x Omnom Circle
0.15 x 2,57 x 2.2 x 4,25 x 1,2 x ( 1,9 x 1.75 ) x 1,12 x 2,25 x 5 x 2,25 x 1,5 x 1,5 = 917
Short Fuse Proc without Mayhem Scaling
Ion Cannon shot x SF % v1 x v2 x Splash x Element
22 686 x 0,75 x 2.2 x 4,25 x 2,14 x 1 = 340 436
Short Fuse Proc without Mayhem Scaling or double dipping
Ion Cannon shot x SF %
22 686 x 0,75 = 17 014
Skag Den without Mayhem Scaling triggered by Short Fuse Proc
Ion Cannon shot x SF % x FitSD % x 0.75 x v1 x v2 x IB Damage x element x Omnom Circle
22 686 x 0,75 x 0.15 x 2.2 x 4,25 x 1,2 x ( 1,9 x 1.75 ) x 1,5 = 142 822
Damage totals:
1 shot damage = Ion Cannon Shot + Skag Den triggered by Ion Cannon shot + Short Fuse Proc + Skag Den triggered by Short Fuse Proc
1 shot damage at Current = 22 686 + 28 438 + 2 383 053 + 4 427 488 = 6 861 665
1 shot damage with no Mayhem Scaling Applied = 22 686 + 917 + 340 436 + 142 822 = 506 861
1 shot damage with no Mayhem Scaling Applied and Short Fuse doesnāt double dip = 22 686 + 917 + 17 014 + 142 822 = 183 440
Ion Cannon shot damage with no Mayhem Scaling Applied and Short Fuse does 1 damage = ( 22 686 + 917 + 142 822 ) x 161 664 + 1 = 26 905 092 860