I did not make it through the entire thread, but here are some answers for now:
1. Is it difficult to put the actual percentage that an effect is reduced/increased by Spell Power? One of my reasons for asking this is due to how you stated Rune Arms have a variable reduction based on what type of Rune Arm, but we have no way of knowing which Rune Arms have which degree of reduced Spell Power gains. Is Force Shot 50%, 65%, 80%? Is Exploding Cannonball Shot 50%, 60%, 70%, 80%? And the other Rune Arm shots? Actually giving the percentage would be helpful in the tooltip noting that the effect has reduced/increased Spell Power gains.
No this isn’t that difficult and we will pursue it.
2. So many have been noting that divine light spells are only getting .5 as well, is this a bug?
The only light damage spell that is getting half spell power is Summon Archon, which is on the list we provided in the forum post.
3. It feels like, as a Cleric, we are being pushed into one roll or another, which I despise. I don't like weapon swapping, especially when it means a quarterstaff, to get the same result as I used to
You may want to find another item slot where you can get Devotion in that case. You can easily find rings or helmets with Devotion, and named items that fill other body slots have Devotion as well.
4. Why isn't Reconstruct on this list?
This was missed and will be in Update 15.
5. Is it true that we need 100 devotion item to break even? Here’s some math:
Take the Heal spell.
For a character with the max life magic line (life magic IV), and no metas. I also exclude healing amp since it applies equally to both cases.
Old system, with superior potency or superior devotion:
150 x (1+.4+.5) + 150*1.9 = 285
New system, with the SAME equipment (sup potency VI converted, so assume sp 48 with an implement bonus of 9)
SP = 100 + (40+48+9)/2 = 168.5. Times 150 = 252, a 12% loss.
Now, we'd all agree that equipment is gimp, so let's toss it out, and use better at-level equipment. Say a devotion 72 item, with a 15 implement bonus. That is STILL
SP = 100 + (40+72+15)/2 = 183, times 150 = 274, a 4% loss.
In fact, in order to get back to your old level for heal, you would need a 100 devotion item just to break even, and get back to the old level (since half of 100 is 50, the old bonus you got in the old system, and the enhancement bonus of 40 remains the same).
100 devotion is very high level in this new system, certainly > level 20. And that's just to get back to the old, pre-expansion level.
While looking into the gameplay experience of healers, we’ve determined that a number of tools available to you are not performing to a satisfactory degree in higher level play. To that end, we are increasing the amount of Spell Power that the following spells benefit from: Cure Light Wounds (115%), Cure Moderate Wounds (115%), Cure Serious Wounds (115%), Cure Critical Wounds (115%).
6. Wasn’t on the list, but:
1) Positive Energy Burst: I'm hitting for significantly less. My cleric was 12 before the patch and is 12 now as he is apart of a static group. Nothing on him has changed, why the difference?
2) Positive Energy Aura: Same as above, I've lost 5-9 points of heal per tick. Nothing has changed.
We would need more info to comment on this, namely level and equipment being used.
7. My belief is that the current heal multiplier is too low, and that it is reducing the power of a lot of people's Heal spell, especially those that relied on empower healing. I do not believe this was your intention, and would suggest some tweaking.
Mass heal has been boosted for pretty much everyone not decked out in T3 alchemicals. This is a good thing(TM) for pretty much everyone but the most obstinate grinders out there, who should be the ones most compensated for their effort.
Moreover, Heal is worse for a lot of level 20s too, as I will show in a minute. I'd like to note that, to break even with the new system, if you have empower healing, it's very hard, because the empower healing multiplier has itself been reduced.
The previous multiplier for Heal (and mass heal if you had an alchemical weapon) was 1.9 (superior devotion gear and life magic enhancements) * 1.5 (empower healing) = 2.85, which is the equivalent of 185 spell power. Discounting empower healing and enhancements: 185 - 75 - 80/2 = 70 effective spell power. This means you would need 140 devotion spell power in your gear to compensate for it, that is, a +120 devotion, +21 implement bonus staff just so you can break even. This is ridiculously harsh, especially since this does not exist in level 20 gear, and makes it even worse for clerics/souls that want to swing melee weapons.
I'd seriously suggest this 50% multiplier is raised a bit, so that a level 20 character with 90 devotion (appropriate gear for a level 20 character) slotted gets the same benefit as before.
90 * x + 80 * x + 75 = 185
x ~ 0.65 ~ 65%.
If this base 50% multiplier were raised to 65%, people with level appropriate gear and empower healing would get the same benefit as before, and people without empower healing but with level appropriate gear would see a greater boost due to the way empower healing works, which I believe to be more in line with your original intent.
We’d prefer to boost cure spells as mentioned in the response to question 5.
8. I went to all the time and effort to make my Alchemical Dev IX shields because of the increasing level cap, hp, and damage I knew was coming in U14. So, what now? What do we do to compensate for the loss of healing?
How has it actually affected gameplay? How much of a healing loss have you experienced? Either healing is not difficult (in which little further change is needed) or some adjustments on our part is necessary.
9. With the massive hp inflation from expansion, heal (not mass heal) is relatively less powerful (hp incrased by 20-50% while heal is the same as before). While you could before refill someone in one cast, it is no longer possible. To compensate people need to slot more healing amp... But we know that some people already don't carry some needed items (such as fortification), is it really wise to add a new must have?
Heal still increases as you get into the expansion pack and get better gear. Keep in mind that it’s not all about what tools the healer has but what tools the players taking damage have. With the AC changes we expect players in the highest level/difficulty content to take fewer hits than they did previously.
10. Does the Light Monk Healing Finisher get full Spell Power from Devotion items?
Yes.
11. Please check Silver Fire spell 200% sure it's broken. Description says about 100-160 dmg base - we are getting 50% less. I would also like to ask why only Druids have new divine spells and why Avenging light was nerfed by 50% in u14.1?
Silver Fire is not a player spell. It’s ‘Searing Light’. The description was accidentally overwritten by the NPC ability “Silver Fire”. Searing Light is dealing the proper amount of damage and the description will be back to normal as of patch 2.
12. Will heal and mass heal always be last if our hp goes past 2k and stuff like that? i would hope that you will boost the % so we can heal our toons hitting those insane hp ranges because before motu a heal or mass heal would nearly heal them.
Now it barely touches 25% of their life meaning you need to spend more sp to heal someone back to full. So im just saying will we see a % increase if hp keeps going up because honestly 400hp wont cut it if their hp at 2k.
See answer to #9.
13. Why you decided to make wizard PrE slas reduced spell power, instead of using 1d3 damage per level and full spell power? Could you just half the damage/heal of the original spell/SLA and leave spell power alone?
Spell damage dice are not very granular, so any adjustment is a large change, while spell power coefficients can be set to any percentage we need. It’s a much simpler and more effective tool for balancing spell effects.