Originally Posted by
pfbe
Yes. But also no. Here's an example:
Two characters, A and B, equal in every other respect except ilvl. B has higher ilvl than A, and to simplify things lets just assume that translates to B doing 20% more damage than A. If A deals 5 dmg, B deals 6. Now, assume they have to kill a 70 health npc, and they both open with a cooldown that doubles their damage output for 4 seconds. Here is their per second output and cummulative damage, in the format "damage done this second (cummulative damage)":
A - 10dmg(10total), 10(20), 10(30), 10(40), 5(45), 5(50), 5(55), 5(60), 5(65), 5(70) - Mob dead in 10 seconds, 7dps.
B - 12dmg(12total), 12(24), 12(36), 12(48), 6(54), 6(60), 6(66), 6(72) - Mob dead in 8 seconds, 8.75dps.
B had a DPS 25% higher than A. The idea I'm trying to convey is that things like burst windows, fight duration and douple-dipping cooldowns surely account for at least part of the perceived "non-linear scaling". That said, yes, skill is still the major factor.