Note that the following tests was not done over the weekend or shortly after the announcement that Dungeon Alert was being (had been) altered - which would have caught any discrepencies more noticeably. (Some of) It was performed after the most recent "update/patch" of U59.1, and thus any issues players may have noticed (in U59) "may" not be in this update at all during some testing. Only the Memoirs R4 run was done shortly after, and that will be analysed further later on due to needing more time to check each one compared to just the average damage or anything like that.
As always, tests are done without Champions (and not against Bosses either) and always done against the basic enemy in Reaper/Elite only where there is a known damage/attack level I can return to easily to compare with on Elite.
Keen/Impact granted to enemies: Unlikely
It does not appear to be a Keen effect being provided to enemies that results in crits that produce higher amounts of damage.
Tested in (Legendary) Sharn Welcome Reaper 1 through 5 (not tested other difficulties yet) and I have allowed my characters to be hit hundreds of times with zero crits happening (Only 178% Fortification on hand), against the rogue type (Enforcer) and the fighter type (Thug). Had it been a Keen effect (crit on natural 20 ignoring any fortification), I should have seen it once at least during the hundreds of hits during testing. So Keen/Impact effect being applied to enemies should be safely ruled out as having been given to enemies.
This was repeated in The Butchers Path and Red Alerting the Dungeon, if Keen was provided on Dungeon Alert, one of the Kobolds will have eventually dealt some damage. None ever did. So given R1-R5 A Sharn Welcome (Legendary) did not exhibit any Fortification Bypass, and neither was it observed with Dungeon Alert Red for normal enemies, we can (for now) assume that Keen/Impact was not the modifier that was adjusted over.
:: edit ::
In theory, this should potentially also mean that Fortification bypass was not a thing either, as I did not have much time to play in above R4 after the release of U59. Else I myself would not have noticed irregularities during the lower Reaper runs as well.
(Hidden) Dodge Bypass: Unlikely
Prelimary tests of a 95% Dodge toon suggests that the amount of hits through Dodge against normal enemies in Reaper has not been adjusted, it remains (approximately) 5% chance to hit, although RNG will make hits occur in irregular intervals as expected. Tested in R1 through R10 in a variety of quests.
Also, not everyone has builds that can stay at high % Dodge for extended periods of time. So a change to this one defence should not be a noticeable change for many when not everyone uses Dodge. So this being adjusted doesn't appear likely.
Increased Player Received Damage: Unlikely
Comparing X amount of successful hits and damage produced in November 2022 Memoirs R4 and just after U59, the average approximate damage works out in the same ballpark as each other, although due to the nature of the toon I was testing and recording this on, the sample size is unfortunately not very large; 20-30 hits. However, all other data is the same (same PRR, stats, etc), so whatever is the cause of the observation by players that their characters were being hit harder or dying more, it does not appear to be from the damage amount that was thrown out per hit.
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:: Edit ::
Please note, that the above were done with a mixture of quick and dirty tests and some with more lengthy recorded videos where I can make manual slow calculations. So whilst they should be accurate, there can easily be instances where I miss a crucial detail out and the information provided is wrong. If so, I do apologise for that.
:: /Edit ::
I will continue to test the following a little later on; (Enemy, more) Consistent Attacks (to attack animation), (pity timer? on) Enemy Attack frequency (getting through player defences), unusual crit numbers and more when I have time. But the three above should be able to be safely ruled out as something that plagued players.
J1NG