So i’ve read a few other posts about how his chomp is calculated and they sometimes dont seem to be 100% right (probably due to the difficulty of testing) so I decided to go through and try to sort through what is true and what is not true.
for those who are unfamiliar: chomp deals a set amount of damage plus 15 percent of the opponent’s max (not current) health up to 500 damage
- The absolute only thing that can alter this 500 damage cap is skill damage gear
- his helices really only help him reach this damage cap, not increase or modify it.
So we’re going to analyze the 3 helices that modify his chomp damage.
Tier 2 Middle- Diffusion: “Chomp deals bonus damage equal to 3% of Kelvin’s current health” this just basically adds a new addition factor into the damage calculation. there is now the set damage + % of opponent max health + 3% kelvin’s current health = 500
Tier 4 Right- Slow Food: “Chomp deals increased damage against slowed enemies. +25% Damage” I thought this one was going to throw his damage through the roof as it sounds like it applies to the final damage for such a situational CC. Wrong. It pretty much just multiplies everything in front of the equals sign by 1.25 to achieve this new number, still limited by the 500 damage cap.
Tier 9 Right- Sawtooth: “Increases Chomp’s maximum health bonus damage. +15% Damage” this actually makes me mad. being a level 9 skill, i thought maybe this would be the skill that increases the damage cap. Wrong again. Well maybe it changes the 15% of opponent’s max health to 30% to really buff it up? Also wrong. It adds 15% to that 15% of opponent’s max health, giving a total of 17.25% of opponent’s max health, which is signifianctly worse than the 20% cooldown time.
So back to the skill damage point, it is the only thing i’ve found that actually buffs the damage cap of 500. if you managed to have 10% of skill damage gear, the new cap would be 550 (and I assume) would add a 1.10 multiplier in front of the equals sign similar to the tier 4 helix.
This is my proposed equation (using data according to the helix build editor)
At base: 67 damage + 15% of opponent’s max health <=500
With level 2 added: 67 damage + 15% of opponent’s max health + 3% of Kelvin’s current health <=500
With level 4 added: 1.25* (67 damage + 15% of opponent’s max health + 3% of Kelvin’s current health) <=500 if target is slowed
With level 9 added: 1.25* (67 damage + 17.25% of opponent’s max health + 3% of Kelvin’s current health) <=500 if target is slowed
With 10% skill damage gear added: 1.375* (67 damage + 17.25% of opponent’s max health + 3% of Kelvin’s current health)) <=550 if target is slowed
Of course, if the target isn’t slowed, remove the 1.25 multiplier which will have no multiplier, until you add skill damage gear.
1.375=1.25 slow10% skill damage gear. 550=500 damage cap10% skill damage gear.
So let’s throw in real numbers! Using you, a kelvin with 2000 health versus another kelvin with 2000 health because easy numbers make the world go round.
Base: 67 + (2000*.15)= 367, so we haven’t hit the cap yet. (2000*.15)=300 and will be used as such going forward
Tier 2: 67+ 300 + (2000*.03)= 427, still no cap yet! (2000*.03)=60
Tier 4: Against a slowed enemy- 1.25*(67 + 300 + 60)= 534. We finally hit the cap, but only against slowed enemies. Will only do 500 damage.
Tier 9: 67 + (2000*.1725) + 60= 472 against non-slow enemies, 590 against slow enemies (500 cap). (2000*.1725)= 345. This helix only adds 45 damage when most battleborn will be around 2000 health by the time you’re level 9
With 10% skill gear: 1.10*(67 + 345 + 60)= 519 against non-slowed enemies, 649 to slow enemies but limited to 550 because of the cap.
Keep in mind the numbers are much more malleable and not straight forward as this- the base 67 damage actually scales as you level which makes hitting the 500 cap a lot easier, making choices like the slow and tier 9 less useful.