Torc
Systems Developer
Summary: We are rebalancing spell damage. This is mostly focused on boosting single target damage with a certain rebalancing of some classes, and spells.
Note: The goal of the new mastery feats is to create an relatively cheap chunk of single target damage to help balance caster DPS against other DPS styles in competitive play against bosses and raid bosses.
FAQ -
1> Will combo damage types apply two different masteries? Example: Meteor Swarm or Ice Flowers. Yes.
2> Spell power? Spell Crit? Yep, it should all work on the extra damage by type, crits are rolled independently for this proc.
3> How does this work with AOEs or Multi Missiles?? 1 and only 1 target will take the extra damage on AOEs. You damage proc per cast on 1 target, so multi missiles only get 1 proc because it is still one cast.
4> On a dot does this apply with every dot tick? No the damage happens once when you cast the dot (and if a stacking dot, each time you recast)
5> Does this work with the new cantrips? yep
6> Eldritch Blasts? Master of Force applies to the eldritch blast (all shapes and sizes) as force damage. Enlightened Spirit’s aura will work (though typically spell auras like pale master will not, we made an exception here.). Eldritch Blast spell power scaling will apply, so 170% on single target. Masteries do not interact with pact dice. If you use warlocks “make my blast evil damage” master of force will still work with it, but as force damage because the base spell is considered force.
7> Will mastery of the dead heal my allies or myself if we are undead? No, this proc only applies to hostile targets
8> Do these work on destiny spells? Yes
The follow masteries are being dropped and will be replaced with a respec token
Maximize will now only grant 100 spell power instead of 150, but it’s cost increase will go down from 25 to 20
Intensify will now grant 125 spell power up for 75, and it’s cost will remain the same.
Note on this - The meta magic SLA combo is going to get more powerful in heroic because many spells that stopped advancing by level 5 or 10 will no longer so, as a result we wanna move some of the power up into epics to keep heroic from getting to 1 shotty.
Targeted Spell Changes
Note About Monsters: While monsters will ignore the damage value changes, the max caster level changes will effect them, as will the damage type changing. This is intentional and will result in a mix of monsters hitting harder and weaker with various spells. We expect to average out in the players favor mostly with less extreme spikes from bane spells, as monsters at higher level are generally already throwing max 20-25 caster level spells mostly, and a basic fireball will still hit softer than a delayed blast fire ball.
- Single Target Direct Damage spell costs will be lowered (likely 2 + 1 spell points level beyond level 1, so 2,3,4,5,6,7,8,9). This will not affected Damage/CC combo spells like Salt Ray. SLAs using these spells will be 1 point lower if not more.
- Example Polar Ray will go from 20 sp cost to 8. Scorching Ray will go from 8 sp to 3.
- Some Single Target CC spells have had their spell costs lowered.
- Example Ghoul Touch, will go from 8 sp to 3 sp.
- Example Hold Person, will go from 15 SP to 8 sp.
- All damage spells are having their max caster levels set to 20. IE: Burning hands will no longer need a mastery to hit max caster level 20.
- Single Target Direct Damage Spells and DOTs without a CC/Death/Debuff component now all have a max caster level of 25.
- Example of spells affected: Scorching Ray, Shocking Grasp, Nimbus of Light, Vial of Acid, Polar Ray (Still does it!)
- Note: This is done off the base spell, so if something upgrades it with a CC later, it’s still at the level 25 rate. Example: Moon Lance
- These changes do not effect inflicts/harm/heal/cures, as they interactive with healing and are outside the scope of this pass. We will get to them in a different pass.
- Epic feat spells like hell ball are not part of this pass as of yet.
- The Master of “X” epic feats are changing…
| Feat | Description |
|---|---|
| Master of Air | +150 spell points. Your Damage spells to hostile targets that cause Electric Damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Earth | +150 spell points. Your Damage spells to hostile targets that cause Acid Damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Fire | +150 spell points. Your Damage spells to hostile targets that cause Fire Damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Water | +150 spell points. Your Damage spells to hostile targets that cause Cold Damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Force | +150 spell points. Your Damage spells to hostile targets that cause Force Damage or Slashing/Piercing/Bludgeon deal an additional 1d6+2 damage for each epic or legendary level you have. This also applies to Eldritch Blasts. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. Antireq - Magical Ambush |
| Master of the Dead | +150 spell points. Your Damage spells to hostile targets that cause Negative damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Poisons | +150 spell points. Your Damage spells to hostile targets that cause Poison damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Music | +150 spell points. Your Damage spells to hostile targets that cause Sonic Damage deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Light | +150 spell points. Your Damage spells to hostile targets that cause Light Damage deal an additional 1d6+2 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
| Master of Alignment | +150 spell points. Your Damage spells to hostile targets that cause Evil, Lawful or Chaos Damage Deal an additional 1d6+3 damage for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. |
Note: The goal of the new mastery feats is to create an relatively cheap chunk of single target damage to help balance caster DPS against other DPS styles in competitive play against bosses and raid bosses.
FAQ -
1> Will combo damage types apply two different masteries? Example: Meteor Swarm or Ice Flowers. Yes.
2> Spell power? Spell Crit? Yep, it should all work on the extra damage by type, crits are rolled independently for this proc.
3> How does this work with AOEs or Multi Missiles?? 1 and only 1 target will take the extra damage on AOEs. You damage proc per cast on 1 target, so multi missiles only get 1 proc because it is still one cast.
4> On a dot does this apply with every dot tick? No the damage happens once when you cast the dot (and if a stacking dot, each time you recast)
5> Does this work with the new cantrips? yep
6> Eldritch Blasts? Master of Force applies to the eldritch blast (all shapes and sizes) as force damage. Enlightened Spirit’s aura will work (though typically spell auras like pale master will not, we made an exception here.). Eldritch Blast spell power scaling will apply, so 170% on single target. Masteries do not interact with pact dice. If you use warlocks “make my blast evil damage” master of force will still work with it, but as force damage because the base spell is considered force.
7> Will mastery of the dead heal my allies or myself if we are undead? No, this proc only applies to hostile targets
8> Do these work on destiny spells? Yes
The follow masteries are being dropped and will be replaced with a respec token
- Master of Artificer
- Mater of the Wilds
- Mastery of Spell Vials
- Master of Shadow blades
- Master of Chaos
- Master of Thorns
Maximize will now only grant 100 spell power instead of 150, but it’s cost increase will go down from 25 to 20
Intensify will now grant 125 spell power up for 75, and it’s cost will remain the same.
Note on this - The meta magic SLA combo is going to get more powerful in heroic because many spells that stopped advancing by level 5 or 10 will no longer so, as a result we wanna move some of the power up into epics to keep heroic from getting to 1 shotty.
Targeted Spell Changes
- Level 9 AOE Damage spells a getting a hair cut, and spells that have a CC component are getting their damage offset. This is related to the caster damage in reaper coming up globally.
- Acid Well: goes from 1d6 +18 to 1d6 +14 (Ave 17.5 level)
- Meter Swarm does from 1d3+1/1d2+1 x4 to 1d3+1/1d2 x4 (Ave 17 level)
- Tsunami goes to 1d6+9/1d6+9 to 1d6+4/1d6+4 (Average 15 level). Cold Damage now does it’s saving throw properly, bludgeon damage will not have a saving throw. Tool tip will be updated.
- Celestial Bombardment goes from 1d6+9x3 to 1d6+3x3
- Other Changes
- Sound Burst goes from 1d6+1 damage to 1d6 on damage (it’s still per caster level)
- Shocking Grasp damage goes from 1d6+2 to 1d12+2
- Chill Touch damage goes from 1d6+2 to 1d10+2
- Enervate now costs 10 spell points
- Energy Drain now costs 25 spell points
- Horrid Wilting now does negative energy damage instead of bane (applies to monsters to)
- Cyclonic Blast now does bludgeon damage instead of bane (applies to monsters to)
- Frost Lance is going down to 1d6+4 per 2 character levels from 1d8+8 per 2 character levels.
- Polar Ray is going up to 1d6+10 per level
- Black Dragon Bolt boosted to 2d10 per level in damage from 1d10
- Thorn Lance spell cost reduced to 15
- The Ki Spells are being changed to include both 150% Melee Power and 100% Spell Power scaling. This includes changing the spell itself to scale wholesale with Melee Power like the currently-but-soon-to-be-intended Ki Bolt, which means any procs that are riding along with them will also inherit that Melee Power scaling. The spells being changed are:
- Ki Bolt (Sacred Fist and Henshin)
- Incinerating Wave (Sacred Fist and Henshin)
- Ki Explosion (Sacred Fist)
- Cauldron of Flame (Henshin Mystic)
Note About Monsters: While monsters will ignore the damage value changes, the max caster level changes will effect them, as will the damage type changing. This is intentional and will result in a mix of monsters hitting harder and weaker with various spells. We expect to average out in the players favor mostly with less extreme spikes from bane spells, as monsters at higher level are generally already throwing max 20-25 caster level spells mostly, and a basic fireball will still hit softer than a delayed blast fire ball.
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