Ah yes, excellent, I had hoped to ask someone else with an existing caster to assist with this:
Please go and do
1. A dps test to eliminate a giant (Sharn top) or purple name (Dragon or Worm) - time to eliminate them. This provides us your dps, but that's not really something you can compare with alone.
2. Then repeat again exhausting your entire Spell Point bar as well. This provides us the time it would take to exhaust your SP and how long your primary dps can go on for. This eliminates any temp SP generation. And also provides us your total damage output before you must rely on Echoes of Power and SLAs which is not the same as your primary dps numbers in 1.
3. Of course, if you run out of SP, please provide the time it took to exhaust it and how much damage was done in that time.
Using both of those together gives a way to compare caster aspects, such as (different class) caster dps, and sustainability issues, more easily.
Jing, two things. First, those NPCs have variable HP, not fixed HP. You know that even better than I do. And second, this has been done many times. There are tons of tests like this from not so long ago, and the results were universal. Martial DPS was superior to magical DPS, for any caster class. And now even Einarmal, who had a good build, has thrown in the towel and switched his main to a martial build.
Do we really need to do unpaid work for SSG to know there's a disparity in DPS? SSG has the caveats and the means to test everything. I'm not here to do unpaid work. I pay them too much given the poor returns we're getting lately.
It's time for SSG to get off their butts and do some balancing in this game. A balance that doesn't involve cheap nerfs that unbalance the game again. A balance that involves a design that isn't solely focused on DPS, and a design that adds some balance to spells. And look at how many threats I've already written this, arguing that the former is even more important than the latter. The disparity in DPS would be less glaring if casters had other roles like CC and IKs. But, if it's not about other roles, what's left but DPS?
I won't hide the fact that I'm very upset with this company. They treat their customers rudely. They give us very poor performance. They have quite abusive business practices. And they have a serious imbalance problem. I expect more professionalism from them, and not having to do their work for them.
But back to responding to this. At no point have I said caster damage burst output, or damage output overall is good and not in need of help. Only that one of the arguments used by various forum goers is not as strong a footing as they hope in use to argue for Dev assistance on the areas that do need help on (Burst damage or ways of increasing it where it may not seem like there's such a huge gulf of a difference).
J1NG
To be honest, that's not really in question.
What's being highlighted is, that there's a difference between:
1. Spells being seen as attacks to deal damage, have lost parity in a heavy way with other forms of attacks in the game (ranged/melee)
and
2. Spell casters using spells being able to contribute dps because they run out of Spell Points (sustainability).
1 is not in question by virtue of global cooldowns preventing more than 1 a second ever being lauched, and other attacks being able to be accelerated compared to spells 1 a second.
2 is however.
But players are putting the two together as though they are the same thing. They are definitely linked, but they are not the same thing. The sooner players realise this and concentrate on the part that no matter what is not performing as it should (1) with logical arguments and data, the sooner they can get the ball rolling on changes.
J1NG
Well, at least you're acknowledging there's a problem. Now understand the posters here. People are frustrated and asking for solutions. You can't expect all posters to make mathematically exact presentations. What you need to understand is the sentiment, and that sentiment is well-founded in a disparity in efficiency between casters and non-casters, specially in raids.
Many of the suggestions that have been made seem excessively op to me. Like eliminating the entire MCL, that would be very op, unless the gear scaling and such were changed. However, there is a problem, and what we need to ask the devs is to acknowledge it and come up with solutions. It's not the time to give ideas that the devs probably neither want nor have asked for. We're at the stage of the devs acknowledging the problem.
And it doesn't help to muddy the waters with very nitpicky arguments, when all people want is for developers to say: yes, we heard you, yes, we understand your frustration, yes, we're going to work to fix this disparity. The devs have all the means to run tests, to try out changes, to test new numbers and different builds. Much better than we do. But what we need to do first is draw their attention to what's going on here.