You need to apply the percentage increases to the base damage or healing before using them. It does make a difference. Not huge, but significant.
(BTW, I know that these numbers are not actually taken from the game. It might be interesting to see what the true effects are at various ilevels. Does anyone know how to easily set up a generic character at ilevel 300, 305, 310 and so on for simming, without feeding in every slot at every level by hand?)
But let’s go with the simplified model, and round numbers.
Let Base health of mob at ilevel 300 = 40K.
Let Base damage of player at ilevel 300 = 5K.
Then the TTK at ilevel 300 = 8 seconds.
Using current scaling guesstimate numbers:
Base health of mob at ilevel 415 = 40K * 1.525 = 61K
Base damage of player at ilevel 300 = 5K * 2.05 = 10.25
TTK = 61/10.25 = 5.95 sec.
Using non-scaling guesstimate numbers:
Base health of mob at ilevel 352.5 = 40K
Base damage of player at ilevel 352.5 = 5K * 1.525 = 7.625
TTK = 40/7.625 = 5.25
So with scaling, TTK is reduced by ~26%, whereas without scaling it is reduced by ~35%.
Remember that we are using a simplified model with unverified numbers. We really would need sims to have confidence in any of this.
But of course, not many people have 415. For, say, someone at 385, which is the max reward from world content, the table looks like this:
40 |
5 |
8.00 |
|
61 |
9.25 |
6.59 |
18% |
40 |
7.125 |
5.61 |
30% |
So a 385 sees only an 18% reduction in TTK with scaling, whereas a 342.5 without scaling will see 30%. Quite a difference.