Yep, definitely did not intend for a build like this to be able to go this far. Thanks for sharing. (I do want this build to be used though, I think it's a fun tanky way of progressing)
Viewing post in Bugs and comments: Thunder Rush Path
A cap on the amount of doubles seems the most obvious solution. Worth noting that with the current way it's programed the first double happens before the first damage tick. (T3 says it's 15 then double but at 2 seconds enemy takes 30 and 4 they take 60, and 6 they take 120 ect.)
Say... T1 gets 5 doubles. 5,10,20, 40, 80. Then it keep repeating 80 for that fight. That would be enough to tank build to reach the ents but past that you either need a lot more endurance or offsetting the needed damage with Might.
T2 might get 5-7 scaling. 10,20,40,80,160,320,640. At a cap of 7 You'll be able to kill everything in plane one if you can live 12 seconds. at 6 it will take 16-18s depending on the turtle's rarity. on the other hand 5 will be almost useless for plane two because they heal roughly 60-70 per second meaning at max your dao might be only doing 20-40 damage that sticks every two seconds when ramped up which means pure tank would have to survive for well over a minute to win any battle there.
Also currently once you are on plane two enemy damage scales a lot faster than their health. I need somewhere between 120-126 in both resilience and vitality to beat any vagabonds but once I can it's enough durability to reach floor 30 with a 1/3 chance of beating each enemy regardless.