Hi/Moin,
since PHX has an higher inherent AF (45) and SpecAF Buffs are within the combined Pots, without increased Stats like live at ToA (101) or current (126) State, the melee Damage overall went quite low. I doubt someone will or wants to make it happen that the damage will rise overall, but i think an increase of the 2H Modifier (for melees, not archers) would be justified.
Currently the 2H modifier is 1.10 + 0.005 * Spec, what i could imagine right now would be either:
1.20 + 0.005 * Spec or
1.10 + 0.006 * Spec
Either or would result in a slight effective damage increase in the range of roughly 4-8%
i.e. just the Base Damage (unstyled) for both all three variants with a 5.5 Weapon and 50 and 65 combined Spec:
50 Spec:
65 Spec:
I don't think this would change a ton, but since the multiplier effect hit big numbers as in 2H heavier than lower damage which had only fairly low absolut number loss. As for the same reason i would not suggest a higher change in the first place, even if i think that even 1.25 or 0.0065 would be also reasonable options actually.
I've minimal concerns about classes like Skalds, Champs, Friars or whatever else i forgot there which is present in Solo, but i think this could help a bit to create some kind (small) of Gap again between 1H/2H.
since PHX has an higher inherent AF (45) and SpecAF Buffs are within the combined Pots, without increased Stats like live at ToA (101) or current (126) State, the melee Damage overall went quite low. I doubt someone will or wants to make it happen that the damage will rise overall, but i think an increase of the 2H Modifier (for melees, not archers) would be justified.
Currently the 2H modifier is 1.10 + 0.005 * Spec, what i could imagine right now would be either:
1.20 + 0.005 * Spec or
1.10 + 0.006 * Spec
Either or would result in a slight effective damage increase in the range of roughly 4-8%
i.e. just the Base Damage (unstyled) for both all three variants with a 5.5 Weapon and 50 and 65 combined Spec:
50 Spec:
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.10 + 0.005 * 50) * 2
270.752625
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.20 + 0.005 * 50) * 2
290.808375
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.10 + 0.006 * 50) * 2
280.7805
65 Spec:
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.10 + 0.005 * 65) * 2
285.7944375
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.20 + 0.005 * 65) * 2
305.8501875
>>> 5.5 * 16.5 * (1 + (5.5 - 2) * 0.03) * (1.10 + 0.006 * 65) * 2
298.83067500000004
I don't think this would change a ton, but since the multiplier effect hit big numbers as in 2H heavier than lower damage which had only fairly low absolut number loss. As for the same reason i would not suggest a higher change in the first place, even if i think that even 1.25 or 0.0065 would be also reasonable options actually.
I've minimal concerns about classes like Skalds, Champs, Friars or whatever else i forgot there which is present in Solo, but i think this could help a bit to create some kind (small) of Gap again between 1H/2H.