In this thread, I'll be discussing possible ideas/adjustments in order to bring Devastation & the 4 Elemental Penetration stats to an acceptable and worthy place in the current builds for Evolve.
First, the suggestion for Devastation. This stat has been adjusted at least 2-3 times and just hasn't quite hit that sweet spot, the community has certainly had a lot of ideas and thoughts on to improve it. I would recommend removing it completely from the Commando tree, leaving the only ways to stack Devastation with the Juggernaut Set & the additional exotic from Junk Loot. Second, it would adjust the multiplier from .1 to .3 as explained in the description of the 5-Piece Set.

Devastation would turn into an automatic proc (similar to GA with Inspired Action that procs Inspiration on a 20% chance) of either Burn It Down (AoE Target DoT) or It Burns! (Single Target DoT). In addition, it would provide a damage increase % based on a multiplier of .5 for the stat, as listed below in an Excel Sheet.
For the next section of the Elemental Penetration Mods, I recommend using this page as a reference to how the Elemental Criticals currently are:
[URL unfurl="true"]https://swg.fandom.com/wiki/Elemental_damage[/URL]
The first Elemental Stat we'll look at is Elemental Penetration: Cold, this stat would increase the multiplier of the increased damage debuff on the target, using elemental damage 100 as the example. Duration would last for 6 seconds.
(CORRECTION: The Value added to Multiplier of .2 is multiplying the Possible Value by a multiplier of 0.15, which means the increase is 16.5% to the 20% to the example below)

Next, we'll focus on Elemental Penetration: Heat which will give an increased flat damage to the Heat DoT, using 750 as the basis of this example. Using the multiplier of 40, this can obviously readjusted as testing of this is explored but best to go big at first then scale back if needed. This tick would hit every 2 seconds, the duration lasting for 6 seconds.

Following this, we'll go to Elemental Penetration: Acid which currently gives a 75% Critical Hit Vulnerability. With how things are right now with the ease of Critical Chance to reach a hard max, reviewing possible divisors and providing a Critical Damage Vulnerability would make this debuff quite powerful, as shown below. Duration would be 3 seconds.

So when the debuff applies and the above stat is present, it will read as such:
75% Critical Hit Vulnerability
22% Critical Damage Vulnerability
Finally, we look at Elemental Penetration: Electricity.
This debuff was a bit hamstrung by SOE already. How it works right now is this, +75% Glancing Blow Hit Chance in which Glancing Blow'd attacks are attacks that do 60% less damage. It technically says on the buff box that it's 75% Trivial Hit Chance, which is incorrect. To be a bit creative, I suggest adding a new stat that is specific to this debuff called Miracle Armor. This stat would increase the chance that any damage output on a target would be fully absorbed by their armor. Duration would be 6 seconds.

The debuff would read as follows:
+75% Glancing Blow Hit Increase
+22% Miracle Armor Hit Increase
Ultimately, Miracle Armor is a theoretical suggestion and can be toned down. Just thinking of additional ways to have the damage output of your target be further reduced for those 6 seconds completely stopped or significantly reduced in addition to the Glancing Blow which should be relooked at to work too.
No additional adjustments would be made. Durations & recourses would stay the same. As always, this information can be subject to change but I feel these overall adjustments would give these stats a fresh coat of paint and have us rethink about our builds.
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