
Originally Posted by
ForsakenRoe
Damn I forgot Enochian exists. So then, the 310 of Fire 4 is not actually effectively 558 as I thought (which is already a silly high number), but 686? No wonder there's so much optimization room regarding Thunder refresh timings and the like, when stuff all has different percentages applied to modify the 'effective potency'
Yep, and it doesn't scale linearly with stacks and there is virtually zero information in-game as to what AF's modifiers are. You'd think they'd just use a steady 20, 25, or 33% per stack, base numbers thus adjusted, but no:
30|60|80% Fire dmg amp, with 0|0|50% Ice cast-time reduction, 25|50|100% Ice MP costs, and 100|100|100% increased Fire MP costs. The only intuitive part is the -10|-20|-30% Ice damage per AF stack.
I get that they need the 100% decreased MP costs to have removed MP management and tick tracking from the class (which I think was a mistake, especially since it invited Flare nerfs, but oh well), but the rest seems like it could be made a whole lot more intuitive:
Astral Fire: +33|67|100% Fire Damage, -33|67|100% Ice MP costs, -20|40|60% Ice Cast Times.
No penalty to opposite element (since that's already, relatively speaking, baked into the greater damage amp). Can retain the doubled Fire costs in AF, change them likewise to +33|67|100% MP costs and round the base costs to the nearest multiple of 300, or just double Fire spells' base MP costs.
Umbral Ice: -33|67|100% MP Costs, -20|40|60% Fire Cast Times, and +20|40|60% of max MP generated per tick.
The current MP ticks rates are 3200|4700|6200 for whatever reason.
I'd recommend a background change of MP ticking at one's GCD rate instead (since they're not synced to the HP/DoT/HoT global tick anyways and that would automatically solve Spell Speed's MP inefficiency issue while also allowing Piety not head into "ugly numbers" territory by just further amping tick rate instead), which would incidentally buff this further, but this would work in either case.