My original thought-process when looking over the spell changes post was "This Firewall change, it is bad..." like most people. But, I also decided that it really isn't fair to not consider all changes, not just that one, to help balance the game a little.
For instance, do people really think casters should be able to run around soloing epic quests with mass hold / dreamsplitter, mass holding them in a firewall, ect...Several exceptional gamers even completed the Epic DQ2 raid as a solo caster (of course a broken spell also allowed that, doubt it is do-able now). The biggest change that I absolutely don't agree with, under any circumstances, is not allowing extend spell to be used on it - or other persistent AoE's. But that is another topic, another argument..Let's discuss the math behind the scenes to really see how bad the "nerf" is. The following is a presentation of Sorcerer-oriented numbers to compare our current system now to the new system and changes - I won't be calculating damages for a wizard yet (which I have the feeling is going to 'really' hurt).
Help me out here, I am almost certain my math is not 100% correct so I will be posting my exact calculations and will adjust if anyone corrects me on it:
Pre-Update 9 changes
-here is what firewall currently is capable of doing, I am only posting calculations for a level 20 caster with a few key pieces of gear to maximize fire damage (because I am mostly concerned about epic content).
Wall of Fire - 2d6 +1 per caster level (max level 20).
Items, Feats and Enhancements that effect wall of fire damage:
-100% increase - maximize feat
-50% increase - empower feat
-40% increase - sorcerer enhancements
-50% increase - superior potency item
-20% increase - sorc capstone
Crit Multiplier variables:
-2.25x - sorcerer enhancements
-0.5x - rakhir's set bonus.
-9% - sorcerer enhancements
-9% - greater arcane lore item
-5% - rakhir's set (Don't know if this stacks so I am not including it in calculations yet)
Ok, so those are all the variables currently pre-update 9 that I know of, that will affect firewall damage. Let's apply all of them to the 2d6+20 to see how much damage is currently outputted:
22-32 base damage
22 * (1 + 1(maximize) +0.5(empower)) * (1+ 0.4(sorc enhancements)+ 0.5(superior potency) + 0.2(sorc capstone)) = 115.5
32 * (1 + 1(maximize) +0.5(empower)) * (1+ 0.4(sorc enhancements)+ 0.5(superior potency) + 0.2(sorc capstone)) = 168
critical damage (each number applied by the 2.75x multiplier)
317.625 - 462 critical hit
Replacing potency with eardweller(100% increase over 50%):
143 - 208 normal hit
393.25 - 572 on crit
raw damage, not including any fire resistance:
115.5 - 168 per tick
317.625 - 462 critical hit
635.25 - 924 versus undead (on crit)
ear dweller:
143 - 208 normal hit
393.25 - 572 on crit
786.5 - 1,144 versus undead
Now let's be honest, those numbers look fairly broken (math updated). let's examine how firewall is affected in Update 9 with the proposed changes:
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new update 9 calculations with PRE's and firewall nerf
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Here are the new factors to consider for firewall changes:
- +2 to caster level when casting fire spells (with fire savant) +1 to maximum caster level - bypass 5 points of fire resistance
- +2 additional caster level when casting fire spells (fire savant II) +1 additional maximum caster level added - bypass 10 points of fire resistance
-awaken elemental weakness: fire
benefit: you are able to curse an enemy, increasing fire damage they take by 15%. this effect can stack with itself up to 5 times (5sp, 20 second cooldown, 30 second duration)
so far, looks like a pretty nice addition to damage...let's look at fire savant II now and see what it adds to the table:
+2 additional caster level when casting fire spells (didn't see that coming) +1 additional maximum caster level added - bypass 15 points of fire resistance
heat death ability - fort save or take 2,000 points of fire damage due to boiling blood. 50SP, 60 second cooldown.
so with the new prestiges, a level 20 sorc can now use firewall as 2d6+23 instead of 2d6+20.
new math:
25-35 base damage range.
40% enhancement
50% empower
100% maximize
50% superior potency
20% sorc capstone
131.25 - 183.75
360.9375 - 505.3125 on crit.
the 2d6 versus undead confused me on how the math would really be done to apply it, so I am assuming that all the multipliers are added to it same as the base numbers:
2-12 base dmg : (multiplied by 2.5 for metamagics and 2.1 for enhancements)
10.5 - 63
28.875 - 173.25 on crit for a total range of:
141.75 - 246.75 on undead (non-crit)
389.8125 - 678.5625 critical damage versus undead.
My current speculation is at end-game, Firewall is stil going to be an extremely potent spell - especially when considering the curse that gives another 15% damage to fire spells, which I am assuming will help keep it outputting quite a bit of damage on red-names that aren't immune to fire damage.
The two biggest factors that make lower level players get shafted are the static 30-second duration, and the reflex save on initial contact, which seems to be a really cheesy way to stop people from kiting mobs through multiple firewalls, or back and forth through the same one.
It seems in any situation, firewall is going to be pretty pitiful if you are not a sorc with the fire savant PRE. The game has always been about SP conservation for casters (divine and arcane), and I don't like the idea of it being changed to the cookie-cutter standard of every other MMO out there of turning casters into...essentially arcane archers with all the SLAs. Unfortunately only time will tell on how this will play out on the live servers, and whether or not I will be accepting any arcanes into my raids and/or undeleting my sorc.
I appreciate any feedback on the math presented here, I am certainly no numbers guru and welcome the help to make it as accurate as possible
EDIT: thanks for Requiro for helping me correct damage formulas:
The formula is:
Damage = Base * Sum of Metas * Sum of Gear and Enhancments
So it suposed to be:
22 * (1 + 1(maximize) +0.5(empower)) * (1+ 0.4(sorc enhancements)+ 0.5(superior potency) + 0.2(sorc capstone)) = 115.5
32 * (1 + 1(maximize) +0.5(empower)) * (1+ 0.4(sorc enhancements)+ 0.5(superior potency) + 0.2(sorc capstone)) = 168
to compare damage versus undead:
pre-update 9:
- 635.25 - 924 versus undead (on crit)
after update 9:
- 389.8125 - 678.5625 critical damage versus undead.
the damage versus undead is quite significant, but if the trash mobs in epic wiz king (only place you really have to worry about undead at this point end-game) get the HP nerf like the rest of the trash mobs, then this really shouldn't be an issue anyways - undead would drop way too quickly otherwise, making it extremely broken.