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The exact calculation is base DMG * DMG mod of the skill * (100% - Debuff + Buff), no matter what the source of those debuffs/buffs are. In your example, it is (100% - 100% + 20%), and with one lvl 5 emboldening vapours, it becomes (100% - 100% + 20% + 25%) = 45%.
Although funny, it happened to me that I had equipped a vermintide trinket on my hellion which reduced her HP by 33%. That, coupled with the disease from the the Priest made it so that she had constantly 0 HP. She was all the time on deaths door and couldn't be taken out of it.
Another things is the batman like rats, always has additional attack before it dies, wth?
All of this can be handled with knowledge and preparation but nonetheless, being unable to exit deaths door, basically retiring a key element of the game is too much.
BY THE WAY, today I fought the hell pit abomination and couldn't use laudanum to cure the absolutely crazy amount of stress it does. I don't know if it even is intentional, but if it is, its too much.
Both Plague Priest and Hell Pit Abomination are under close scrutiny. We will update them when we find out appropriate solutions.
I do appreciate the increased encounter number, makes if feel like you are going through a vermintide but with high hp pools it very quickly turns into a slog. Dropping some values so slaves can consistently be one shot and clan rats take 2-3 hits would be more in line with what the Ubersreik 5 deal with.
End of the day love the mod, did a great job conveying atmosphere and the monster art is fantastic.
After getting feedbacks and doing internal tests, we decided that rebalancing regarding Plague Priest is needed. So hopefully your concern about Plague Priest will be solved. Also yes, it gets the CC solution. Thank you for your feedback.