Quote Originally Posted by PrismaticDaybreak View Post
Okay think of it like this, before you can cast Impact, you have a chance to go 100% (an outlier yes, but for the sake of argument) without procs meaning you would only be able to do 540 potency per 2 gcds instead of 570, over the course of a standard fight it's a substantial potency loss. Over the course of a minute it's about 360 or so potency. Impact means that for a minimum of 50% of the fight you get the extra 30 potency and 1 additional mana for each element (to a total of 8 mana generated vs the 9 from stone/fire). Meaning it's your damage insurance in the case that you're unlucky, reducing RDMs dependence on RNG up to that point. It's fine, doesn't need to be changed.
In terms of Impact's effect on dps numbers it doesn't need to be changed, but as it is right now it really should be a "your next Jolt II does 30 more potency" proc. In it's current iteration there are some niche reasons to cast Impact over a VerReady spell, but there is absolutely no reason to cast Jolt II over impact. If it were a random proc chance you'd have to react to it, if it were instant cast (but still proced dualcast) it could be worth holding on to for movement, if it gave some sort of buff it might be worth timing it for buff up time... As it is Impact adds no gameplay or meaningful decisions over it being a +30 potency proc or simply adding 15 base potency to Jolt II. It is the epitome of pointless button bloat.