As most of players already know about warcomms that they dont work properly. Here is what I have found:
For players with maxed personal boosts.
Pure dmg boosts (mech, air, veh, unit) dont work above
The only boosts which works properly is dmg vs
boosts dmg vs mech/ven/air), they work above 350%
For players without maxed personal boosts.
Pure dmg boosts (mech, air, veh, unit) works above
300% depending upon the numbers in their personal
dmg vs boosts works same as mentioned for maxed
It is my theory that -
As personal pure dmg boosts max at
350%, dmg vs & hlth vs boost max at 50% So according
to these numbers warcomms add up to total boosts.
Say the pure dmg boosts have a limit at 700%
(personal 350 + Alliance 50 + warcomms 300)%,
dmg vs boosts also have a limit at 700%
(personal 50 + warcomms 350+)% .
So for most of players pure dmg boost in warcomms above 300% are useless, however dmg vs boosts works.
Other than these dmg boosts, health boosts works till 1000% imo (we have checked 877% on mech health & 300% on unit health).
I believe that all health boosts (mech, air, veh, unit) have a limit at 1000%, and they work perfectly fine.
But, ever since the implant issue came in picture, warcomms also started to act reverse.
Now pure dmg boosts (mech, veh, air, unit) working above 700%, and health boosts are still working same as previously.
Warcomms boosts are messed up since they are released and are made an essential game parameter on which battle are decided. It is a well known issue to many players who actually pay attention/experiment different sets. Moderators are also aware of these issues.
So I would request Dev team to kindly look into it and try to fix it as earliest as possible.
If any player have some other relevant information regarding warcomms they are most welcome to share their experiences.