The only thing I ask before I get flamed is that you read the whole post, I'll keep it short.
I am troubled by reading posts claiming how casters are uber powerful and need to be nerfed.
Casters should be capable of doing more dps, for a short period of time, than melees. For casters it comes down to resource management. They have a finite spell point pool to draw from, and when it runs out they do 0 dps. This is why I have always loved Dungeons and Dragons (long time pnp player, only recently started playing DDO).
The only case when melee dps should equal caster dps is when the blue bar is gotten rid of altogether, and spell cool downs are the only limiting factor over the length of the quest (and to be clear I am not advocating for that).
I would be very interested in seeing some calculations that I think are missing from the arguments in the forums right now. I, unfortunately, do not have the knowledge to do these calculations, though. Hopefully someone can help me out.
I have a few questions:
1) What is the maximum damage a caped sorcerer could do using up their entire blue bar (assuming max theoretical spell points), assuming ever spell hits, and every save fails.
2) What is the maximum theoretical average damage per swing that a melee could do? Note: I dont mean max damage on a critical, I mean the average damage done by a top melee player - I realize this is very situational, if possible how about a 0% fort, 50% fort, 100% fort number? I have seen damage per second numbers, but those dont help in this case, I need damage per swing.
3) How much damage can a melee do in one quest? I realize that this could be infinite on an infinite quest, so this answer might be impossible to give. Knowing the answer to one and two above would allow us to say how many hits the melee would have to make to equal the sorcerer in damage output, though.
What am I driving at? I suspect that a good melee character will do more (I suspect a few times more) damage over the length of the quest than a sorcerer will. If it turns out that the sorcerer can output more damage than the melee over the length of the quest, then I will join the mass of people asking for the spell casters to be nerfed. Until then, leave the spell casters alone.
Oh, and I realize Echoes of Power (or whatever it is called) messes this up a little. Because of the whole resource management thing that I like, I am very much against this new ability. I think that if a spell caster uses up all of their spell points, that is their fault, they should be done, and maybe they will learn to conserve spell points in the future. If you dont want to pay attention to your spell points, you shouldn't pick a spell casting class.
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