In my half-asleep stupor, I had forgotten that potency items do in fact exist. The "50%" part was just me throwing a number off the top of my head. However, the amount of spellpower you receive from items does not equal the amount you output when you can get spellpower from enhancements. 50% spellpower from one item does not mean 50% end damage. If the number needs to be higher, the devs have the information to figure out exact values. I think the Archmage tree also needs more spellpower.
Let's see, you don't understand. An item that has much less value is in addition to the sorc enhancements giving more spellpower, more caster level (and max CL), and more lore than wizard enhancements, and that feats and EDs are designed for specialists. The sorc is always going to have more damage than the wizard, that doesn't matter to me. That's not what I'm discussing.
What I dispute is that the difference is so massive. And this is because the equipment is massively aimed at specialists. It can't be that the devs say that wizads don't need a bypass because they have a lot of variety of spells at their disposal (I don't want the bypass either, mind you), but then design equipment that doesn't allow that versatility. Parity in equipment opportunities is what I ask for. Not the hypocrisy of saying "you don't need bypass because you should be versatile but I don't allow you to be versatile either."
I would still like to see potency and spell lore on quarterstaffs. I do not think the numbers generalists achieve need to be identical to specialized numbers, as then playing a savant would be pointless. However, yes, whatever the actual numbers end up being, the damage needs to be at least close to what specialists do.
I see you don't play in the end game. It's not that the numbers are not identical, it's that the difference is MASSIVE. There may be a difference, what does not count is that it is so big.
A pointless savant? But don't you know that the sorc can be a better instantkiller than the wizard? I repeat, having more spells at his disposal means very little in the wizard's favor. Nowadays the sorc has the same buffs, has the same CC and can have instantkills and more damage. A sorc built for instankills is actually better than the wizard thanks to its higher casting speed.
Sorcs are not the poor children of this story precisely lol. The wizard has an edge in the DC and could help a new player (although honestly better to have damage than instantkills if your DC is bad), but as soon as we talk about more developed characters, the story changes completely, since the sorc reaches the DC as well.
A sorc deals damage with epic spells, which cost exactly the same resources to acquire as a wizard (the wizard does not have more epic spells than a sorc, the system is the same for both), and with high-level spells of his class. Since the sorc only needs one element, that leaves a lot of room for instantkills, CC, buffs and so on. This is not pnp, where a wizard can have a hundred spells at his disposal. In DDO there are very few viable spells that the wizard has in his spellbook, which makes having the sorc have fewer slots mean very little.
Additionally, the devs have decided to add spells that should be in the wizard's book, such as
greater color spray, as external sources, so that the sorc can take them in addition to its limited slots. Cool, right?
I suppose when I mentioned vulnerabilities, I was also thinking about using elements that whatever enemies are not resistant to. I think it's a fun playstyle to choose appropriate elements based on the enemies being fought. Do sorcerers not have this problem? I have not played a sorcerer in a long time. I've only seen people mention immunity stripping, so I don't actually know how this works. If sorcerers can bypass immunities/resistances in most or all situations (not just occasionally), then I see where you're coming from in terms of damage needing to reach the same values. The concept of immunity stripping always seemed a bit silly to me, but I won't argue against if it's something that people like.
No, sorcs don't have that problem. Their bypass allows them to do full damage even to enemies that are healed by their element. And yes, it's silly, but this has been going on for a long time and I don't ask for its elimination. I'm not asking for a nerf to the sorc. I don't even ask for a bypass for the wizard.
What I ask is that the devs allow the equipment to make it possible to use all the wizard's spells. What's the point of being able to choose "now use acid against this enemy", if then your spellpower for that element is not competitive?
And yes, because I consider it fun to use a variety of spells depending on the circumstances, I am asking for this. If not, I would be asking for what most people do: either a bypass or a force specialist.
From what I see you don't play in the end game nor do you have any idea of the enormous difference between the damage of the specialist and the generalist. Well, I inform you that cutting the difference is not going to make the specialists useless, much less xD. In this game
everything is designed for specialists.