The whole thing is just pants on head for casters. Its too hard to adjust, and classes who haven't had a revamp in forever or have worse been nerfed excessively are suffering. I dont know what the fix is, but I think the D20 probability limitation combined with MCL schema and level increases are killing caster classes.
MCL should be done away with altogether. Its impossible to balance when 100% of your spells stopped adding damage at level 20 except for +MCL every other level in epics + the silly SLA "Master of" shenanigans.
The whole spell school specialty needs to be nixxed altogether. Combine it all to spell mastery DC by level with raid gear getting a +1 bonus vs quest blues. Raid gear should have cumulative stacking enhancement that makes it easier to achieve.. Someone decked out in raid gear should be significantly more powerful than quest blue.
This whole concept of individual spell school DC would be like separating doublestrike/strikethough on equipment into different bonuses base on which fighting feat you've selected:
- equipment/insightful/quality/profane/artifact SWF doublestrike
- equipment/insightful/quality/profane/artifact TWF doublestrike
- equipment/insightful/quality/profane/artifact THF doublestrike
- equipment/insightful/quality/profane/artifact SWF Strikethrough
- equipment/insightful/quality/profane/artifact TWF Strikethrough
- equipment/insightful/quality/profane/artifact THF Strikethrough.
Then further segregating gear by Melee power into MP by weapon...
equipment/insightful/quality/profane/artifact Simple Light
equipment/insightful/quality/profane/artifact Martial Light
equipment/insightful/quality/profane/artifact Exotic Light
equipment/insightful/quality/profane/artifact Simple One-Handed
equipment/insightful/quality/profane/artifact Martial One-Handed
and so on
And then removing the Stat to Damage Bonus...
That would be absolutely nonsensical, Melees would quit en mass.
But its what it feels like as a caster trying to balance 2 or 3 of
8 schools and 11 spell powers.
Spells should have some sort of linear damage progression
Adjust the die system so spell levels affect more closely the investment in the class. 1d4 to 1d4+1 to 1d6 to 1d8 or 2d4 etc . higher level spells should have a big chunk of static base damage nominally 50% of the possible damage. 500+ CL* d10 (absurd example).
For every level as a caster, a spell should gain a linear level of damage output. It would be far easier to balance than all the ridiculous nonsensical limitations currently imposed.