I often wonder if the game designers even play this game, and while there are many things that make me wonder this, here's one, in particular, that strongly contributes to my questioning.

When I look at a mage weapon, I see meele stats, specifically, damage, delay, type of damage. What I don't see are the stats that matter most to a mage - matk, macc, cure potency, etc. So, essentially, you can't look at a weapon in the market wards and know which mage weapons are > than others. Mages don't care, nor should they, about meele stats.

While this is most annoying, in itself, what's even more discerning is the fact that mage weapons, have very little to do with mage performance. I'm sure most mages in our esteemed forum already know this, I'm guessing some may not, and most certainly, the game designers clearly don't get it.

Here is a small sample of Thunder nuke damage by a 50 thm on a level 50 Zahar'ak Drubber. No crits are included, all other gear is constant, and while the sample is small, the point is obvious.

Weathered Scepter (1) 459 480 457 468 488 484 488 458 459 450 = avg damage 469

Electrum Scepter (43) 492 467 491 461 461 494 453 467 465 463 = avg damage 471

Verdant Scepter (50) 478 470 494 504 470 474 502 464 500 468 = avg damage 482

So let me save you the math - a level 50 U/U weapon does +2.8% more damage than a level 1. Now I ask, is there anything wrong with this picture? >< If a lancer/marauder/archer essentially experienced the same damage with a level 50 weapon as a level 1, this forum would be jammed with outrage.

So, how about it SE? Would it be that difficult to make mage weapon stats obvious and pertinent? I don't think it's asking too much to see relavent mage stats when we look at a weapon (tools, for example, have their own set of visible parameters), and expect performance increases not unlike meele weapons.