I put it simple, and I did a little bit of rounding off... but the bottom line is there is just no reward for having higher damage. (so people use proc sets, and look for cheesy ways to get kills)
All other things being equal.
If I have 2200 spell damage a skill tool tips for 8500
If I double that spell damage to 4400 that skill tool tips up to 11700
However, since we are in PvP we cut that in half. so now it's 4250 vs 5850 or about 27% difference. (100% increase or 50% really since Max resourceis in the equation also, results in only 27% dmg increase)
yet take it farther. It's not 2017 anymore, Player health is a bit higher than they used to be, many over 30k.
The difference between 2200 spell damage and 4400 spell damage when hitting a guy with 30k health is about 5%
and now with CP changes, we are losing like up to 34% on heavy and light attacks, 4500 penetration, 24% Direct Damage etc...
which is being replaced in the new CP by like 200 spell damage for Direct Attacks or DOT attacks (which is essentially meaningless)
I didn't even include the other damage reducing modifiers which are certainly more than the damage increasing modifiers, and yet the point remains the same. We are talking the difference in killing someone in PvP with low spell damage is hitting them 8x, while high spell damage is hitting them 7x.
There is so little value to having 5000+ spell damage, when you can have 2500 damage do only slightly less damage and be superior in every other way. It's been this way for a while, but with so many damage nerfs being done to the game, and removal of so many proc based damage sets... we are looking at not a whole lot of variation on how to play the game. Just play the most survivable toon you can put together because damage isn't that big of difference