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Originally Posted by Chmee
Wow... this is what happens when I pay attention to someone else's math without doing it myself. If anything, short cast time spells become MORE efficient with +damage, especially with higher crit ratings... Unless you have those reduced cast time talents going.
Anyway, please disregard my old argument.
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Thats why a change in the base values of all spells must be done when changing to such a system. One could still make some burst instant spells somewhat good base if they have a rather long cooldown. Like blastwave for instance could have rather high base damage considering it has a rather big cooldown.
Spells basic damage would be based on cast time, cooldown and wether its AE or not. Kinda like it is today with basic damage off spells, but just tweaked a bit to fit perfectly with the % based sys.
The only short cast time spells wich would become more efficient than the longer cast are the ones with high base damage, and those oftenhave rather large cooldowns. One could decide the base damage of each spells from what it does per second compared to other spells in the same category, but also considering wether the spec wich uses that spell has other kinds of damage boosters like dots.
Just requires a slight change in many spells basic damage values :-)