Overcharge deals like 1,5k-2k dmg per tick or something. Overload like 3,5k
Melt and Vaporize doubles (at least if you use fire on ice and water on fire) your damage of that ability that triggers it.
After all is done and said, you are basically looking at an ability that has a ~6000++% modifier when you use Childe's ult on a fire debuffed enemy.
at Rank 8 or so it deals (without checking) 700% dmg (ATK*7).. vaporize and some elemental mastery buffs it to like 1610% dmg
70% (20% from ascension, 50% from goblet) Hydrodamage buffs it to like 2740%
150% Critdmg (helmet + rolls + 50% base) buffs it to 6850%
If you have like 2,2k ATK you are looking at a 2200*68,5 = 150k crit.
That's without any bufffood or 4p wind set that reduces enemy resistance and thus add another 20%-40% dmg (depending on resistance)
If you use Stringless and Noblesse Oblige you can basically add another 50%.
That's why characters like Mona can, with absolute abnormal gear of course, deal 1.000.000 damage with one ultimate on a 15s CD.
Now try to get to that number with overcharge, even if you include abyss buffs etc. such as +75% electro damage.
An AR50 world boss has like.... a small double digit% amount of that as HP .
Yes, it requires setup, yes it's only good for one enemy.
But even your Charged Aimed shots with him will deal about 20-40k dmg easily enemy is debuffed beforehand. Because they always crit (I believe?) and have a high modifier
That's still enough to one shot or at least chunk away 80% of AR45 domain enemies you'll be farming all day/every day.
Obviously, you can't always use that, just like you can't always use overcharge, but when you can - you just "melt" and "vaporize" enemies away - heh.
It also means that abilities with a high base-skill modifier are absolutely bonkers for melt/vaporize compared to abilities that deal 20 hits but only 50% for each one because elemental reactions can't trigger more than once every 2 seconds or so.
And Childe happens to have a super high one with his ultimate.
Mona too btw. Diluc's and Klee's are only mediocre and since the ice/water/fire element-bar debuff is removed after one reaction due to the nature of that reaction, the multi-hit stuff is only useful against ice-slimes.
What they should do to compensate this is to allow Multi-hits to trigger overcharge every time they hit an enemy
So Keqings ultimate would do like 15 hits or whatever and 15 electro-charged hits
Or Shatter could do AoE damage and enhance physical damage by x%
Superconduct should reduce PHYS/ICE/ELECTRO Res and not just Phys
dunno, but Vaporize/Melt will go even more out of control when gear gets even better than now.
You will feel bad using electro chars and if they balance enemy HP around Overcharge damage you will feel bad using Melt/Vaporize characters as you one shot Stormterror/Wolf/*insert any world boss* on any AR rank.