Spoiler:
Let me make another argument why "EoC/SoM" with 7 sec effect every 30 sec is still not "Overpowered"
from October patch notes where defensive mechanics were changed:
Yet, we know that the current calculation includes 100+attacker offensive value, which we assume is +40 using softcap stats (common for magical casters)
Meaning effective you have WE "using 100 disrupt elixir" that has effective change of Disrupt at 65/140 or at 75/140 depending how we interpret the currently existing mechanisms which still are somewhat hard to fathom as many changes messed with many pre-existing formulas we were so used to previously.
65/140 is effective Disrupt of 46%. 75/140 is 53%. Yet from my WE pov it feels like I disrupt most of the stuff that BW throws at me when I pop the elixir, so I'm not 100% sure if things work as they should or whether my feels are just feels and we would need serious damage testing regarding maximum rate of disrupt and strikethrough values. Though WE Elixir being ignored by BW Burnthrough is just not a feeling, it happens often enough.
Assuming that aforementioned is a correct interpretation of existing rules of Defence mechanic checks, the WE/WH "100% Disrupt" buff is nothing close to 100% guaranteed defensive check.
And regardless, its 7 seconds. Afterwards its "feuer frei", business as usual as the mdps drops down to the floor when faced with good enemy rdps.
from October patch notes where defensive mechanics were changed:
EoC is a buff that grants 100 Disrupt for 7 seconds. WE stats show 100 disrupt. Yet, the patch notes point that 75% is the real effective hardcap. Then we monitor in the attackers offensive values, with BW/Sorc using BIS gear gains about 10% strikethrough. Either it remains at 75 effective, or "real" rate drops to 65.-Dodge/Disrupt/Parry now takes the opposing stats into consideration in a different way, by adding onto the 'high-end' of the 100 roll used for calculating the chance, with a hard cap of 75% of any of these. The proper formula is now used for calculating parry % from weaponskill/strength (and dodge/disrupt-appropriate stats, respectively, they're all the same), it is identical to the one in the client.
Yet, we know that the current calculation includes 100+attacker offensive value, which we assume is +40 using softcap stats (common for magical casters)
Meaning effective you have WE "using 100 disrupt elixir" that has effective change of Disrupt at 65/140 or at 75/140 depending how we interpret the currently existing mechanisms which still are somewhat hard to fathom as many changes messed with many pre-existing formulas we were so used to previously.
65/140 is effective Disrupt of 46%. 75/140 is 53%. Yet from my WE pov it feels like I disrupt most of the stuff that BW throws at me when I pop the elixir, so I'm not 100% sure if things work as they should or whether my feels are just feels and we would need serious damage testing regarding maximum rate of disrupt and strikethrough values. Though WE Elixir being ignored by BW Burnthrough is just not a feeling, it happens often enough.
Assuming that aforementioned is a correct interpretation of existing rules of Defence mechanic checks, the WE/WH "100% Disrupt" buff is nothing close to 100% guaranteed defensive check.
And regardless, its 7 seconds. Afterwards its "feuer frei", business as usual as the mdps drops down to the floor when faced with good enemy rdps.
edit: I'm wrong
