The way minmax damage calculation works(won't be changed according to blue):
With the addition of the new rubies, weapons with base damage deltas<bonus minimum damage(every single non-vendor crossbow and hand crossbow) will effectively gain 150-300 damage before weapon damage%.
Bows have huge damage deltas( ~380 for revenant ), that can't be overcome with the best possible ~300 minimum damage affix so they are stuck with 150-(150 + (380-WEAPON_BONUS_MIN-RUBY_BONUS_MIN)). That's around 150-220 for the very best bows, usually closer to 150-180.
Note that the high variance in damage is already a massive drawback.
The result is that the already dominant manti gets even more powerful with 1 ruby and 1 emerald. Calamity got a huge boost. Right now bow users are already sacrificing power for style preferences, after rubies go live this will be even more pronounced.
Some possible solutions:
- slightly increase bow base attack speeds. This would take away the feature that makes hand crossbows stand out, the high speed.
- smooth out bow damage ranges. While the high variance is annoying, it's one of the unique characteristics of bows.
- slightly buff bow base damage(somewhere around 50 min 50 max). This would certainly be nice. Low tier lvl 60+ bows would stand out, but noone uses <800 dps weapons anyway. Another minor problem is noone picks up rare revenants so the turnover would be very slow.
Ofc there is always plan B, buy a friggin manti :)
The delta below which each +min point also gives +1 max is the (weapons_bonus_min + ruby_bonus_min) for physical weapons. Only ruby bonus for elementals.