Silosobi
Dalayan Pious Diety
Everyone else is making class tome threads and I couldn't be left out.
Wizards have two tomes right now which leaves room for one new one, but for now I'm just going to look at our current tomes.
Yesterday was a full day of SoD involving 6man, raids, and exp. I figured this would be a good sample to parse.
I cast 2357 spells and had 152 resists in 332 minutes of parsing (it only runs during fights).
The parser doesn't tell me what % of each nuke was resisted, but I can say it was mostly Moon Comets, with some RRRs, Intensifys, and Concussions. I can also see quite a lot of resists from Abstraction of Flame and I would assume these only provide 1/6th of 15% of the spells cost. From all that I will estimate the average cost of resisted spells to be 500mana.
That means on the day I gained ~75*152=11400 mana. Accounting for Mana Conservation and specialization bonuses, that is about 24 Moon Comets, which average 10.000 damage if I have AoD and am very lucky (which is not the case most of the time).
So... I'm gaining 240,000 damage across 332 minutes per rank of tome. That comes out to a gain of 12 damage per second per rank of tome. In all of my numbers and estimations I rounded very far in favor of pushing the dps up: average spell cost would be lower; and average damage would be far lower. The kicker is that damage is only applied in a situation where you can actually run out of mana (exp, sometimes on raid trash, rarely on raid bosses/6man).
This tome would have been a powerful effect when I was leveling up, but there are a number of factors which make it weak for just about any character that will be getting it:
A) The line between a mob resisting spells very frequently and resisting them almost none at all is very thin. If I get more than 30% resists on raid/6man I will switch to using lures, but most of the time a mob is debuffed to the point that i land near 100% of at least one of my spelltypes.
B) New experience zones tend to have very low resists. This is a very welcome and needed change. A wizard will provide far less dps for an exp group than any on-tier meele dps could simply because we are restricted by mana regen and they are not. When resists become significant the difference is just absurd.
C) In raids and 6man mana just isn't much of an issue for wizards. These encounters have to be balanced around numerous classes and other classes just tend to run OOM faster than we do. We can spam RRR to catch up, but thats usually not a viable option and even when it is, its only slightly better dps for horrible efficiency.
Every now and then there is a fight that hits that sweet spot where Moon Comet resists 10-20% of the time, but you still cast it because that's better than any of your other options and I'm happy to have done three ranks of this tome, but in the big picture, comparing to other DPS classes' tomes I think this one is very lacking.
I would really like to just see it be remade to something more interesting, but if some sort of additional effect were added that could be viable:
This tome gives 15/30/45/60% mana back on a resist and 15/20/25/30% spell haste on your next cast. A resist really hurts a wizards overall dps, so adding that bit of spellhaste on the next cast would just help us recover slightly.
I know that was way way way too much information for that one tome but there is one wizard who somehow thinks its good so I felt the need to post parse numbers and do all the math and in depth explanation.
And the other current wizard tome gives us back mana when we get the killshot on a mob. This tome I do like, but it is limited to situations where you can get frequent killshots(exp). I'm not opposed to a tome that's primarily useful in exp, but if that is going to be the case it seems like the power of this could be... adjusted a bit. The problem I see is that a couple instances allow tons of easy killshots (EF bees), while most exp zones don't have anything close to that. Would it be possible to base the mana gained on the total hp of the mob? With rank two done, I think I about break even on my last cast of Moon Comet or RRR when I kill a mob, which helps, but overall isn't much when you only kill 1-3 mobs per minute (and obviously I cant get every killshot). On the otherhand, I can let a few waves of bees build up in emberflow, cast abstraction, and go from 40m to full. It seems a bit too good in one situation and lacking in the other. If it was possible to tie the mana to mob's hp that would really be ideal and seem balanced to me (getting killshot on a raid mob could fill my manabar, but I'd only maybe break even or gain a bit on my emberflow bees)
Wizards have two tomes right now which leaves room for one new one, but for now I'm just going to look at our current tomes.
Yesterday was a full day of SoD involving 6man, raids, and exp. I figured this would be a good sample to parse.
I cast 2357 spells and had 152 resists in 332 minutes of parsing (it only runs during fights).
The parser doesn't tell me what % of each nuke was resisted, but I can say it was mostly Moon Comets, with some RRRs, Intensifys, and Concussions. I can also see quite a lot of resists from Abstraction of Flame and I would assume these only provide 1/6th of 15% of the spells cost. From all that I will estimate the average cost of resisted spells to be 500mana.
That means on the day I gained ~75*152=11400 mana. Accounting for Mana Conservation and specialization bonuses, that is about 24 Moon Comets, which average 10.000 damage if I have AoD and am very lucky (which is not the case most of the time).
So... I'm gaining 240,000 damage across 332 minutes per rank of tome. That comes out to a gain of 12 damage per second per rank of tome. In all of my numbers and estimations I rounded very far in favor of pushing the dps up: average spell cost would be lower; and average damage would be far lower. The kicker is that damage is only applied in a situation where you can actually run out of mana (exp, sometimes on raid trash, rarely on raid bosses/6man).
This tome would have been a powerful effect when I was leveling up, but there are a number of factors which make it weak for just about any character that will be getting it:
A) The line between a mob resisting spells very frequently and resisting them almost none at all is very thin. If I get more than 30% resists on raid/6man I will switch to using lures, but most of the time a mob is debuffed to the point that i land near 100% of at least one of my spelltypes.
B) New experience zones tend to have very low resists. This is a very welcome and needed change. A wizard will provide far less dps for an exp group than any on-tier meele dps could simply because we are restricted by mana regen and they are not. When resists become significant the difference is just absurd.
C) In raids and 6man mana just isn't much of an issue for wizards. These encounters have to be balanced around numerous classes and other classes just tend to run OOM faster than we do. We can spam RRR to catch up, but thats usually not a viable option and even when it is, its only slightly better dps for horrible efficiency.
Every now and then there is a fight that hits that sweet spot where Moon Comet resists 10-20% of the time, but you still cast it because that's better than any of your other options and I'm happy to have done three ranks of this tome, but in the big picture, comparing to other DPS classes' tomes I think this one is very lacking.
I would really like to just see it be remade to something more interesting, but if some sort of additional effect were added that could be viable:
This tome gives 15/30/45/60% mana back on a resist and 15/20/25/30% spell haste on your next cast. A resist really hurts a wizards overall dps, so adding that bit of spellhaste on the next cast would just help us recover slightly.
I know that was way way way too much information for that one tome but there is one wizard who somehow thinks its good so I felt the need to post parse numbers and do all the math and in depth explanation.
And the other current wizard tome gives us back mana when we get the killshot on a mob. This tome I do like, but it is limited to situations where you can get frequent killshots(exp). I'm not opposed to a tome that's primarily useful in exp, but if that is going to be the case it seems like the power of this could be... adjusted a bit. The problem I see is that a couple instances allow tons of easy killshots (EF bees), while most exp zones don't have anything close to that. Would it be possible to base the mana gained on the total hp of the mob? With rank two done, I think I about break even on my last cast of Moon Comet or RRR when I kill a mob, which helps, but overall isn't much when you only kill 1-3 mobs per minute (and obviously I cant get every killshot). On the otherhand, I can let a few waves of bees build up in emberflow, cast abstraction, and go from 40m to full. It seems a bit too good in one situation and lacking in the other. If it was possible to tie the mana to mob's hp that would really be ideal and seem balanced to me (getting killshot on a raid mob could fill my manabar, but I'd only maybe break even or gain a bit on my emberflow bees)
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