Equating Combat Stats: AKA: Why exactly doesn't caster scale as strongly as Physical builds?

Underflow

Well-known member
TLDR: Caster damage dice/MCL. But that's not what I'm trying to prove. I'm trying to break down each scaling stat and equate them to an equivalent melee stat.


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There's a lot of math that goes into maximizing DPS. However, even without the Reaper Nerfs that everyone seemingly bemoans, Casters just fall behind in epics. Why is that? Well, it's baked into the base systems. I don't claim to be an expert, but this is my take.

(I'm using THF for my weapon examples, as it's the most straightforward of weapon types, and least powerful, performance wise. SWF is currently overperforming and TWF is a solid choice, but due to their additional stats they are harder to compare to magic.)


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Damage Doubling:

Doublestrike vs Spell Critical
Purpose: Percentage chance to double all damage from a damage source


Doublestrike: A common effect is expected to hit 100% by 34. If this check succeeds, multiply damage by 2.

Available in Enhancement/Insight/Quality/Artifact/Profane/Morale/Sacred/Action Boost/Alchemical... and up to +15 from Iconic/Epic Past Lives.

Huge amounts are available from enhancement trees. Medium amounts are available from Epic Destinies.


Spell Critical: A common effect that is expected to hit about 50-70% by 34, if you have a specific kind of build. If this check succeeds, multiply damage by (base) 2.

Available in Equipment/Insight/Quality. Up to +6 from Epic Past Lives, and only for Elemental spells.

Small amounts (At best, +15) are available from enhancement trees. Zero is available from Epic Destinies.

Why am I equating Doublestrike to Spell Critical? Well, the weapon critical system is far too complicated to compare to the linear spell critical system, where a Blightcaster has the same critical chances as an acid Sorcerer.​
(And Doubleshot going above 100 is something entirely different, but beyond the scope of this thread)​

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Basic Scalar:

Melee Power vs Spell Power
Purpose: Percentage scalar to total damage.

Melee Power: A rare effect that supposedly can hit 200-300 by 34.

Spell Power: A common effect that supposedly can hit 1200-1400 by 34.

Spellpower getting this high is deceptive in a way: Just because the numbers are better does not make the damage better. The issue though, is that untangling the other issues with Magic would require pulling back Spell Power... which would lead to a stat squish.​
Additionally, many things now scale with above 100% Melee Power, narrowing the gap between the two even further.​

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Maximizing damage source effectiveness

Combat Style Feats vs Metamagics
Purpose: Base stats/feat tax.

Combat Style Feats: A 3-feat line that provides structure and damage scaling. Usually increases base stat scaling, and provides a pittance of Melee Power. In Epics, has Perfect Weapon Fighting.

Metamagics: A 3-feat line that is incredibly powerful early, but is only effectively applied to metamagics early (due to insane costs), and become mandatory late to enable DPS. In Epics, has Intensify Spell.

In this case, I am talking about Empower/Maximize/Quicken. A bonus 225 Spell Power at level 6, for example, is an insane amount of Spell Power. At 34, it's disappointing. According to my estimates earlier, even with Intensify added to the mix, with 1400 Spell Power, the three Metamagics only provide a 21% increase in Spell Power at significant resource cost.​
In comparison, the full Two Handed Fighting line provides a total of 250% base stat scaling for your weapon: And more importantly, it's providing this base damage before Melee Power. The issue with the Metamagic feats is that they're modifying spell power a stat which gets very, very high at higher levels. As many would know, you want to balance your factors to raise the maximum value. 3x3x3 is higher than 5x2x2 after all.​

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Chance to affect targets

To-Hit vs Spell DC
Purpose: Number to compare against target's base stats

To Hit: A relatively easy stat to scale that has many options. Possesses both flat and percentage scaling.

DCs: A relatively difficult stat to scale that is relatively slim pickings. Gets a lot of power from Past Lives.

I don't actually have an answer for this one, as SSG 'solved' this issue by making enemies nearly impossible to hit with or effect with DCed spells. Good job?​

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Conditional Damage Multiplication

Criticals vs Spell Critical Damage.
Purpose: Boosts damage by a significant amount sometimes.

Weapon Criticals: On an average build, you're using a 17-20x3. On specific builds, you expect a 14-20x4. Then there's Critical Damage on 19-20, and active attacks that improve critical threat range and damage... Even if it critically strikes half as often, it multiplies damage by 4... before active attacks.​
(I'm not even going to go into the Patience feat, which THF builds probably would take anyway...)​
Spell Critical Damage: At best +71% for the average build. This is with top of the line gear, single stack of Epic Spell Power, matching Legendary Feat (assuming your chosen spell type even has a matching legendary feat), out of Wellspring. At best, multiplies damage by about 1.9. Warlocks can go higher but then they're forced to using only SLAs for damage (Eldritch Blast is a whole 'nother can of worms)​

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Base Damage

Weapons + Stats + Effects vs Spell Base Damage.
Purpose: Base damage to be multiplied by scalars.

Physical Base Damage: Scales linearly with improvements in gear and levels. Always relevant, as it's easy to grab the nearest upgrade. At cap, Main Stats of 100+ are easy and consistent. Deadly, Insightful Deadly, and other effects can scale damage further. Has options to raise [w]. Every little bonus matters. Even junk active attacks can serve a purpose due to percentage bonuses to damage.

Magical Base Damage: Scales linearly with caster level. Spells fall behind as MCL caps are hit. No Base Stat scaling. No item base damage scaling. Due to the way damage dice work, old tools stop mattering. No one cares about low level SLAs, they don't do any damage whatsoever.
And here's the real meat of it all. Physical damage, unlike magical damage, actually has support for what they do. All of the issues with casters could be fixed if there were consistent ways to add base damage to spells, be it through scaling off of your base stats, or through enhancement trees.​
This would resolve the godawful issue with spells falling behind, as the rising tide of base damage would help smooth things out. It'd justify the worthless d6+3 Epic Strikes, as 'real' casters would have base damage to help them along.​

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Damage per Second

Weapon Attack Speed vs Spell Cooldown
Purpose: Damage equalization over period of time.

Weapon Attack Speed: Alacrity exists as an option. Haste Boost exists. Haste exists. BAB increases attack speed. Single Weapon Fighting exists. An endgame level character swings a weapon at least twice as fast as a level 1.

Spell Cooldown: Exists, but is limited. At best, a character receives -30% Spell Cooldown, by sacrificing Spell Criticals, and taking T4 Draconic + Shadowdancer. It does not scale with level, it does not scale with enhancements.
As stronger spells tend to have longer cooldowns too, this means that the benefits from stronger spells tend to fall behind.​
How would you even fix this? The devs have obviously convinced themselves that Spell Cooldown is 'too powerful to spread around as a permanent effect' (never mind that spell cooldowns only affect class spells, and requires the character to spend more SP using metamagics than just mashing SLAs...)​
50% Spell Cooldown reduction, the highest amount, is currently tied to damned Machrotechnic as an Epic Moment! If anything, there should be a 10/20/30% Spell Cooldown Action Boost available to most caster trees, to incentivize burst windows. There's a slot in Savant/Archmage on tier 2: Throw in Action Boost: Spell Cooldowns!​
I'm not even going into cast times, as a slow cast time utterly bricks effectiveness of specific spells. Who actually uses Mass Heal, when a better option in Cure Critical Mass exists?​
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So, assuming all things were equal besides the spell power/melee power divide (they aren't), an optimized character tends to have 4-6x more Spell Power than an optimized Melee Power build.

However, a Melee build swings their weapon far more than 4-6x the speed at which a caster can get an equal 'tiered' spell out, have more bonuses, don't use resources, and have explosive criticals that magic users could only dream of. Even disregarding throwing in 'filler' spells, the average caster has one or two viable spells (Polar Ray, Iceberg, Moonspear for Cold Sorcerer), with a few big cooldowns that can be disregarded.

I don't know how to fix them entirely, but the first step would be adding an action boost to reduce spell cooldown in caster trees, available early. This would help provide a burst damage window similar to Physical Damage dealers with Haste Boost, while also incentivising a caster to 'nova', and blow all their spellpoints, but run out of resources earlier.

Secondly, perhaps adding something to Magical Training that adds a flat amount of damage to each spell you cast, equal to your casting modifier? Something that provides a floor, even for your first level spells. If providing this in heroics is unacceptable, tie it to being at least character level 20.

Third suggestion is to make offensive metamagics (Empower, Maximize, Empower Healing, Intensify) grant less spell power by base, but now gain additional spellpower per character level. It makes no sense whatsoever for them to remain just as powerful at level 34 as they are at level 1, while retaining the same, insane comparative spell point costs... My suggestion is baseline 50 (Empower, Emp Healing, Intensify) or 100 (Maximize) and 3 (Emp) or 6 (Max) spellpower bonus per character level.
 
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Underflow

Well-known member
Cast Speed vs Attack Speed. Regular spellcasting also has no "basic attack" so is entirely restricted by cooldowns.
And that's the piece I forgot to mention!

Even if caster spells have 'higher' base damage, that damage is effectively divided by cooldown.

A melee can swing a weapon... Iunno, once or twice a second? Faster, of course, with the omnipresent haste boost.

Iceberg, the gold standard 'burst damage spell' has a 6 second CD.

Even jumping through every hoop to raise MCL, (MCL 34, possible with +3 from Water Savant, +2 from Wild Mage Core 4/5, +7 from 34, +2 from Dragonborn), that's only 34d6+952... which sounds great except you divide that by 6 seconds.

1071 damage/6 seconds = 178.5 base damage per 'second'... compared to a fully unequipped barbarian with 100 strength (LOW) who gets 120 base damage per greataxe swing. Before any other modifiers, buffs, or the fact that a barbarian is probably going to be rocking 130+ Str.
 
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1Th13rteen3

I'm on meds.. Leaf me alone!
It doesn't cost mana to swing a weapon or fire a bow or shoot an arrow.
That aside, mana is probly one of the limiting factors, it basically means you have to use huge meta'd spells to stay competitive, which eats up mana. SLA's are nice but with inflated mob health it only gets you so far.
Mana being a finite resource, means that you have "this many" bullets in your gun. Bullets in FPS games are a resource. You could straight up make a medieval call of duty with mages throwing huge nukes (rockets) or fast lesser hitting stuff like magic missiles (machineguns), I mean bullets are MISSILES, a gun could be conceieved as a MISSILE weapon. Think sling shot on steroids.

What needs to happen - the people using guns need to be buffed. Casters need buffed either by having DC tweaked or dmg tweaked or both.
I rarely play caster except buffing myself, rarely a nuker, so I dont have much of a dog in the fight, but it seems like locks who constantly do the pew pew pew pew thing are more ahead of nukers in this regard. DC casters doing tentacles or FoD or instakill stuff, its basically think of them as snipers. One shot, one kill. And if something fails due to DC thats 1 very large bullet wasted. I am a noob and dont know what im talking about half the time but if caster damage is falling off and melee is pulling ahead IN DUNGEONS AND DRAGONS LMAO OF ALL PLACES then something is very very wrong. This is how (in my mind) it should be with the balance of power ok?

BEST DPS - DC Casters/Nukers
(a fireball, lightning bolt, or glob of ACID should do WAY more than some dude swinging a 2hander)

2nd Best - Melee
2H stuff/exotic, martial 2handers, 1hander exotic, 1hander martial, simple

3rd Best
Ranged
Great Xbow, Heavy XBOW, Light XBOW, Heavy Repeater/Light Repeater, Bow/Shortbow, Shuris, Hammers/Knives/Darts

Like I said, I am just a noob - but nukers shouldn't be getting outDPSed by melee, this is nonsense.

Lots of systems here with talents/enhancements, destinies, PLs and other stuff so systems layered ontop of systems makes this way complex.
 

Fhrek

One Badge of Honor achieved
First - Good Analyse of the topic!

Second -
Even if caster spells have 'higher' base damage, that damage is effectively divided by cooldown.
And hampered by Max Caster Level. Caster are hindered by Max Caster Level. Most spells are capped at Lv. 20, and those that enter the Epic Realm still capped at Max Lv. 27 (with huge gear investment and sacrifices on other aspects) even on a Caster Lv. 34.
 

Underflow

Well-known member
After more thought, it's possible to go up to MCL 36 Iceberg, by turning on Unbound Chaos from Wild Mage.

However, the issue is that this build locks you into Capstone Water Savant, T5 Wild Mage and Dragonborn. It forces you to have Bad/Very Bad Wild Surges, on a class that wants to constantly cast.

That's a huge amount of investment, just to scale properly, and never mind that your actual effective Caster Level will be 42 (20 + 7 + 6 Cold Savant + 4 Wild Mage + 1 Elemental Form + 3 Reflection of Wave + 1 Coalesced Magic) so even if you perfectly optimize you waste 6 caster levels.

(41 Cold Savant, 31 Wild Mage, 8 points + whatever universal AP remaining)
 
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Underflow

Well-known member
That is the main issue, any caster to be barely or properly decent has to do HUGEs investiments... while Melee and Ranged has so many low hang fruits that even first life characters are way better at DPS than a 100 PL caster.
And note: I am comparing ICEBERG, a purposefully high-scaled single target spell. It was chosen specifically because it is a high-performing spell, and it being unable to compete with physical damage only exemplifies the weakness of other spells, that don't have insane damage dice.

Iceberg has literally 31.5 base damage per CL, compared to a 'good' 1d6+9 spell's base 12.5! Over two and a half times higher. Alchemist (Multivial's lovely, but *** is their 6th level spell list), Artificer, Dragon Disciple, or even Blightcaster (Poison, Negative or Force spec) would kill for d6+9 CL spells!

I'm not saying Iceberg is overpowered, I'm saying other spells suck.

Edit: Wizard also gets the crap end of the stick, because their Iceberg has a 9 second cooldown, so effectively has a 50% increase between casts. Combined with their only +2 MCL from Archmage cores, and there's no wonder people don't even bother.
 
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Underflow

Well-known member
I'm of the view that casters shouldn't have the best DPS. They should have the best burst damage.

I'm fine with them having slightly worse dps than Melees. I'm fine with them trailing behind ranged damage.

What casters should be the king of are what many 4th Edition players would call "Daily Powers".

Casters should have options to blow their 1-3/rest abilities to do insane damage. Remember old Arcane Supremacy? That. But Stronger, and not random.

Wellspring of Power is a good start, but turn that into percentage spellpower increase. The issue is that all of the supposed burst damage bonuses casters get are flat, and with so many flat bonuses adding up, none of them really mean anything.

Remember old Offhand Versatility and its autocrit? Make that a 1-3/day ability. Make casters ideal for killing targets fast.

It's absolutely insane that the best burst damage spec in the game is the consistent ranged DPS option, wheras Casters (which actually have limited resources, and don't have luxuries such as the ability to regenerate action boosts) fall behind.

Basically, they need the caster equivalent of NHB, be it through power or through speed. They already have to jump through immunity hoops (yes, I know sorcerers and alchemists and blah blah, but not every caster has bypass!), yet they're punished even beyond that?
 

Contessor

Well-known member
A good minor tweak might be to add 1 caster level & max caster level in the caster epic destiny cores (non-stacking with other caster cores). Try that and add other adjustments as needed.
Or just eliminate max caster level. Monsters continue to scale in CR, our Characyer levels are now 34. But CL is still maxed at 27 is the heart of the problem. And on top of that the caster nerfs to balance heroics persist to end game. Kind of sounds familiar to monks.
 

Underflow

Well-known member
Overall, after more thought, these are my suggestions for initial changes (scaled low on purpose)

1: Add "Action Boost: Spell Cooldown". This grants a 10/20/30% Action Boost bonus to Spell Cooldowns for 20 seconds. 30 second cooldown.
Add to the following trees:
  • Archmage, Tier 2 (empty slot)
  • Air/Earth/Fire/Water Savant, Tier 2 (empty slot)
  • Season's Herald Tier 2 (multiselector with Action Boost: Spell Power)
  • Divine Disciple, Tier 2 (replace spell Penetration, move spell penetration elsewhere)
  • Bombardier, Tier 2 (replace Elemental Defenses OR add as 3th level spell as a Bottled Boost)
  • Angel of Vengeance, Tier 2 (Multiselector with Action Boost: Spell Power)
  • Stormsinger, Tier 4 (empty slot, later than other 'real' casters)
2: Upgrade Magical Training to include a new effect:
"Whenever an offensive spell you cast deals damage, add a flat number equal to your casting ability's modifier to that number, before Spell Power is applied. Does not apply to DOTs."

Two small changes, that would help raise weaker spells up, while still keeping things in line. I don't think 9th level spells care too much about getting an extra caster level, meanwhile weaker SLAs (such as Epic Strikes) receive a huge baseline bonus.

EDIT: Meteor Swarm probably is going to get a hefty boost from 2, but if you're already investing in maximizing two different spellpower types despite the best attempts of the game on the contrary, let them have a reward from it.
 
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Fhrek

One Badge of Honor achieved
Or just eliminate max caster level.
That was my first saying on a topic weeks ago... just get rid of Max Caster Level will START to help casters, they won't be out the woods yet, there is a lot of work to make casters viable at end game.
 

woq

Well-known member
Low effort fix: when a caster tries to enter a raid or a quest above r7, a banner pops up that recommends them to hire others to do the damage for them before entering and offering a map to Hall of Heroes reincarnation grove.
 

Drachmor

Well-known member
A point not often enough mentioned - it isn't just about scaling, but about reaching effective DCs. You can just thwack stuff with a stick a bit more effectively than you can cast a successful spell against a lot of creatures.

I will say though, with the high AC + fort of the newest content, things are being leveled out slightly more in that regard.
 

droid327

Hardcore casual soloist
Melee multipliers, general example: 2x Doublestrike * 4x MP * 2x crit profile * 1.5 hits/second = 24x total scalars
Caster multipliers, general example: 14x total spellpower * 1.75x crit profile = 24.5x total scalars

So ballpark equivalent at comparable levels of investment (arguably caster requires more investment, PLs and such, to hit those values)

Caster damage (1d6+6 as an "average" spell damage for a combat rotation): 9.5 * 30 = 285
Base damage, melee: 6[1d8+3]+15 = 60, 45 Mainstat mod * 3 = 135, +17 Deadly/Ins Dead, 6 sneak die @ 300 MP = 173....all together 385 so far

And of course there's way more meat on the bone for boosting melee base damage (enhancement +damage, imbues, filigrees, higher-than-assumed values, etc.). Caster base damage, thats pretty much what it is...there's no flat boosts to base spell damage.

So the math suggests its the base values that are limiting caster damage the most. All you can do is try to squeeze more high-power spells into your rotation, to boost your average. But there's a limited ceiling to how many things you can add before you need to start filling it out with 1d6+3 SLAs and other "filler". Especially since -% cooldown doesnt apply to SLAs, which includes all Destiny abilities.
 

Drachmor

Well-known member
Melee multipliers, general example: 2x Doublestrike * 4x MP * 2x crit profile * 1.5 hits/second = 24x total scalars
Caster multipliers, general example: 14x total spellpower * 1.75x crit profile = 24.5x total scalars
Casters do also have a hits/second scalar of sorts, when it comes to spell cooldown reduction (and casting speed).

Also physical builds are allowed to choose a worse crit profile if they want to be good at other stuff, like tanking or healing or debuffing or whatever. But casters don't have as many options to choose "super duper damage" vs "jack of all trades," because their super damage ceiling isn't all that duper rn, and anything less than that will struggle to compare.

And as you mention, yes - caster bases should be higher in general than physical builds (which they often are, but not by enough right now apparently). And maybe they should have more opportunities to invest - like physical builds - in super high damage.
 

GrizzlyOso

Well-known member
Casters need to be re balanced around single versus aoe. The rest of this is good info but it doesn’t matter. You can’t make meteor swarm do the same dps to a single target as single target melee dps. Because obviously.

The other things, r7 nerf and mcls should be revisited at the same time.

But also just remove the r7 nerf, or apply it to everyone.
 
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