Grimeo wrote:I had the idea for the divine attune and yes I can see the problem there. Perhaps if the edl armor bonus, main hand, and offhand divine damage bonuses were converted from auto attack damage to a skull damage percentage that would work better.
It would need to be small for each piece but when used together could make a considerable difference for mage dps. Something like 2% from edl armor set 3% from mage main hand and 3% from mage oh.
The only problem with this is that gele weapons seem to be emphasized as the endgame mage weapons and not the actual edl main hand. Most mages in my server don’t even have thier main hand. They opted to just get off hand.
It is evident that mages need some help in the divine damage department. Even if it was a flat rate placed on top of skills it would still need to be a considerable amount when you consider our damage is nuke damage and not dot. If ice blast misses a ranger would strike 40+ times before we could cast again even using recast reduction items. It seems logical that if we are going to be relevant in dps output something must be done.
And which skill would they be added too? Unless the divine damage is equally distributed the speed of bolt will literally make mages a one skill class. Bolt is already massively overpowered compared to the rest of the skill alignment.
The only way to keep interclass balance is to increase the divine effect at an equal rate that reflects the skills cast time. (which is exactly what base damage reflects)