A look at the Arcane Blade in B37
Posted: Tue Jan 03, 2012 5:30 pm
Summary:
As the game evolves, I choose to replay the same character class, Arcane Blade, to get a feel for how the difficulty of the game changes over time. It makes it easier for comparisons between revisions, and getting at the higher level content to how its changed.
In the transition to the new scaled power and saves system, along with changes to the weapon mastery talents, has caused certain classes, like the Arcane Blade, to have their relative effectiveness reduced more than others. I believe the current incarnation of the Arcane Blade class is in desperate need of a balancing pass.
The Arcane Blade has never been one of the stronger classes; just look at the number of winners. Or perhaps more importantly, the numbers for the realtime level statistics.
At this time, Arcane blades have: 4,304 @ Level 1, 753 @ Level 10, 12 @ Level 50.
I'll note 5 of those level 50s were created by me in different beta revisions, and 1 other looks to be modified test character with 5 in all talents.
Compare to a class like Berserker: 7,859 @ Level 1, 2,320 @ Level 10, 55 @ Level 50.
Or to to a class like Archers: 4,390 @ Level 1, 1,144 @ Level 10, 21 @ Level 50.
The class could win the game on rogue-like, but tended to need most of the optional quests (i.e. escorts, alchemists, lots of far portals) to have a shot good shot at doing so.
With the latest revisions, I was finding the class harder to play than previously and then started delving into the code base to see how the Arcane Blade had been affected by the recent overhauls.
The short summary is that the Arcane has many, non-direct damage effects based on spell power, which when retooled with saves and damage in mind, let buffs fall through the cracks. Most other melee classes don't have this problem because their buffs are based on their stats, not physical power. One example is Arcane Destruction which is about 1/10th its old effectiveness, and is now redundant with Strength and mastery talents. Its other buffs have similar problems.
More detailed explanations of how the effectiveness of the class was reduced follows.
**********
**********
Many Arcane Blade builds relied on passive buffs and multiple sustains to have a high damage auto-swing. This would then be augmented by Arcane Combat (25%-75% chance of casting Flame or Lightning Bolt on a swing, depending on talent level and Dexterity) and the occasional well chosen spell. Unfortunately, nearly all of those buffs are based on Spell power.
Except for the attack and healing spells, these effects were low values when compared to damage, and thus did not get hit that hard by the old logarithmic damage scaling formula. Now, however, the equivalent of 250-300 old style spell power is needed to achieve a similar level of effect that 150 spell power used to achieve. This is fine for the new rescaled damages. However, any non-damage type numbers need to be effectively doubled for the late game to maintain the same values. Given any talents based on statistic scaling didn't change, this is roughly a factor of 2 effectiveness cut (i.e. talents like Shield Wall which scale on getDex rather than things like Feather Wind, which scales on combatTalentSpellDamage).
**********
Arcane Destruction and physical power changes:
One of the most important buffs to the Arcane Blade came from its unique tree, Magical Combat, which has as its tier 4, Arcane Destruction. It takes spell power and adds a fraction of it as physical power. The problem with the new system is that Arcane Destruction gets hit *twice* by the tier system. Once in the calculation of spell power, and once in the calculation of physical power. At the highest tiers, to raise physical power by 1, it requires 34.6 points of magic. Or about 69 points of dexterity (assuming 5/5 Arcane Dexterity). Conversely, at the highest tier you could just invest 5 points in strength to get 1 point of physical power. Strength also directly increases damage with the stat modifier of 120% STR on 2 handed weapons.
The other thing to note, is that everyone now has access to physical power increases in the weapon talents, at 5 per point. At the highest tier, 1 generic point in a weapon mastery will increase physical power by 1, plus anywhere from 3% to 17% damage multiplier. 10/10 Weapon mastery and 105 Strength will already put a Arcane Blade at 70 rescaled physical power (160 old style), so looking at what Arcane Destruction does at the highest tiers is appropriate.
For a typical late game Arcane blade running 150 spell power (67.5 in the new scale), 5/5 class points in Arcane destruction will increase the highest tier physical power by 10, generally 5% or less damage change on a bump attack. In the old system, it was roughly a 50% increase in damage at 5/5 points on a bump attack.
As far as overcoming saves is concerned, Arcane Blades have exactly 3 skills which rely on Physical power. Stunning blow, which is a good stun, Sunder Armor, which can reduce a single target's armor by 27.5 at 5/5, and Sunder Arms which reduces accuracy by -16.5 at 5/5. The first is good, the second ok, the last, too small to make a difference, especially since it doesn't have any melee defense skills to stack with. As an Arcane Blade, you're simply going to get hit when someone swings at you.
Arcane Destruction has been reduced in damage effectiveness by a factor of 10, and its secondary benefit other effect is to improve one good skill and one ok skill. Its arguably worse than a generic talent tree that every single class in the game can get. Lastly, since reaching tier 4-5 physical power late game is readily achievable without this skill, perhaps its entire mechanic needs to be changed to something other than physical power.
**********
Inner Power:
To reach +11 to all stats, you previously needed about 140 spell power. Now you need 89.2 rescaled, or 246 spell power in the old system. This is mostly due to the small number of the max value (10), compared to some other things like the heal in the Aegis tree (520 - comparable to damage numbers).
There is a minor benefit at the very low end of spell power, in the 1st and 2nd tier, the bonus to stats are slightly higher for equivalent gear in the new version, but thats mostly just in the +1 to +4 range.
**********
Fiery Hand and Frost Hands:
Previously, 150 spell power and 5/5 Fiery Hands provided 42 damage per hit and 16% extra fire damage. The newly rescaled 150 to 67.5 spell power now provides 30 damage per hit and 10% extra fire damage, roughly a 33% power reduction.
Frost Hands suffered a similar fate, although its mostly used for the random ice blocks it can produce.
**********
Earthen Barrier:
150 spell power provided 61% physical damage reductions for 10 turns. 67.5 rescaled spell power now provides 46% damage reduction for 10 turns.
**********
Flameshock changes:
Flameshock up until a few revision ago, used the old style stun mechanics. No actions on the part of those affected by burning shock. Recently it was brought up to date with all the other stuns (namely a 70% damage reduction, healing reduction, and movement speed drop, no talent recharge, and 4 random talents put on cooldown), in exchange for some more damage over time.
Unlike an Archmage, an Arcane Blade doesn't have many AoEs, nor the mana to spam them in any case. Faced with a large mob, an Arcane Blade needs to find a corridor to fight 1 at a time, or simply teleport out. Flameshock allowed one to move in, stop enemies, finish one with its superior single target damage, and then get out of the way. Its reduction needs some form of compensation elsewhere, in the realm of being able to deal with groups of enemies better, defensively.
**********
Defense Trees:
The Aegis and Conveyance trees are mostly unaffected by spell power changes. Movement is still fundamentally the same, and the Aegis numbers are scaled initially to damage like values (i.e. 520, 400, 500, 500) before being scaled down inside the talent math itself.
**********
**********
Other comments:
It may also be a good time to look at the synergies, or more often lack there-of, of the various Arcane Blade talent trees and mechanics. A large section of talents simply don't work, because the trees were designed with other classes in mind.
1) Generic points may need to be looked at, as the Arcane blade's defenses mostly come in the form of generic talents, namely the Aegis Tree, Conveyance Tree, and the Combat Training tree (which everyone has access to). Where as a Bulwark or Berserker can happily spend 35 generic points on Thick Skin, Armor Training, Combat Accuracy, and Weapon Mastery, an Arcane Blade spends 8-16 in Conveyance and 11-15 in the Aegis tree, limiting racial tree and combat training trees to 26-14 points combined.
2) Trying to use Precise Strikes to make up for Combat Accuracy has the unfortunate effect of cutting Fiery Hands/Frost Hands and Arcane Combat damage by 10% per game turn, with no corresponding crit increase for those effects.
3) The class is also starved for category points, given its defensive trees (Conveyance and Aegis) start closed off initially, and that it requires a rune slot to run its mana abilities (half of its powers). Another category point is needed if you want to open its stamina recovery talents (which run the other half).
4) With the change of Strength to providing physical power instead of accuracy, dexterity is more needed then ever.
Arcane Blades can't both sustain their defenses (sustains from Aegis/Conveyance) and their offenses (Fiery Hands/Frost Hands) and have any hope of casting more than a single AoE. Yet they have access to 5 moderate to expensive AoEs (Chain Lightning, Fireflash, Inferno, Earthquake, and Thunderstorm). Without a focus in Willpower, or some in class way of reducing mana costs, putting points into more than 1 is foolish.
5) Frost hands doesn't synergize well with Arcane Combat, since a Frozen target can't receive new debuffs, like burning (or bleeding). The vast majority of Arcane Blades use Flame with Arcane Combat because it simply does both more damage and consistent damage than Lightning. Frost Hands also doesn't synergies with anything else in the Arcane Blade talents since its the only cold/ice damage talent.
6) Body of Stone in the Stone tree simply doesn't work at all with a class that is required to be in melee range, since its self pinning. In addition, if you open the Stone Tree, you virtually need to take Earthen Missiles 5/5, since there's no way to set which spells Arcane Combat casts.
7)To get the resources an Arcane Blade uses in combat on a useful time scale requires 2 category points, one to open the passive combat-techniques tree and one to used for a mana surge rune. Although the newly improved resource leech items may have improved the situation, but I'm having difficulty surviving long enough to test that.
8 ) Feather Wind isn't useful to Arcane Blade with the new Accuracy tiers. Its primary benefit is an Encumbrance bonus, but given an Arcane Blade's focus on strength, its redundant. The ranged defense bonus is too small, doesn't stack with anything, and the Arcane Blade is usually in melee, not at range. The trap avoidance looks to only work on low level traps as well.
9) Blood Frenzy is now mostly redundant between strength and weapon masteries. Ditto with Arcane Destruction. Since physical power is capped at 100 now, it can increase swing damage by maybe 10% late game, possibly less. The hard cap means Blood Frenzy + Arcane Destruction, Strength and Weapon Mastery is too much. Since Strength and Weapon mastery increase damage by more (straight percentages rather than tier scaled), the other two will generally be ignored. Unless you really want 100 physical power just for the stunning blow skill.
The question to ask, what is the Arcane Blade supposed to be?
Is it supposed to be hard hitting, but low defense? Its raw defensive abilities are those of an Archmage, Aegis and Conevyance, but lacks the mana to run the AoE control talents the Archmage relies on. Is it supposed to fall somewhere between the Berserker and the Bulwark, but with a magical flavor? Does it need passive/sustain Armor and Defense boosts rather than a Physical Damage drop for 10 out of 25 turns and a moderate mana cost? Does it need Stun/Pinning resistance like many other melee classes, since thats where it is usually fighting?
****************
Appendix:
Large amounts of mathematics to follow in regards to auto-swing damage.
Old System:
Assumed Stats: 100 Str, 100 Dex, 100 Mag, 150 Spell power
PhysPower = 108 (Arcane Destruction)
base_damage = [sqrt([weapon.dam + PhysPower]/10) - 1] * 0.8 + 1
base_daamge for perfect 2h sword = 3.53
base_damage for perfect dagger = 3.27
total stat modifier = 1.2 * STR = 120 (2h Swords)
total stat modifier = 0.45 * STR + 0.45 * DEX = 90 (Knives)
talent_mod = 2.0 (approximately - this is from weapon or knife mastery)
pre-scaled damage = (total stat modifier/1.5) * base_damage * talent_mod
2h Sword pre-scaled = (120/1.5) * 3.53 * 2.0 = 564.8
Dagger pre-scaled = (90/1.5) * 3.27 * 2.0 = 392.4
scaled_damage = pre-scaled damage * [1 - log10(2 * pre-scaled damage) / 7]
2h Sword = 565 * (1 - [log10(2*565)/7]) = 318
Dagger = 392 * (1 - [log10(2*392)/7]) = 214
Weapon Range effect [1-1.6 for 2h Sword (1.3), 1-1.3 for Dagger (1.15)]
2h Sword 318*1.3 = 413
Dagger 214*1.15 = 246
For wielding perfect plain voratun greatsword, average damage is around 413 = 413
So for dual wielding perfect plain voratun daggers, average damage is around 246 * 1.5 = 369 (ignoring crits/armor)
For a Berserker, with 5/5 Berserker talent and a 2 handed weapons adds 5 + (7 * 100 / 60) * 7.5 = 92.5 power, so very comparable damage (3.53 base for AB -> 3.38 base for Berserker), so about 5% more for the Arcane Blade on auto-swing.
For a combat class without Berserk/Arcane Destruction, 2 handed weapons have 2.25 base damage (213 damage), so an AB does about 1.5 times more damage per auto-swing.
************************
New System:
Assumed Stats: 100 Str, 100 Dex, 100 Mag, 150 Pre-scaled Spell power (67.5 post-scaled)
base_damage = [sqrt(weapon.dam/10) -1 ] * 0.5 + 1
weapon.dam = 66 for perfect 2h sword, weapon range 1-1.6 -> 1.3
weapon.dam = 40 for perfect dagger, weapon range 1-1.3 -> 1.15
total stat modifier = 1.2 * STR = 120 (2h Swords)
or
total stat modifier = 0.45 * STR + 0.45 * DEX = 90 (Knives)
PhysPower is tiered: 1-20 for 1 point each, 21-40 for 2 points each, 41-60 for 3 points each, 61-80 for 4 points each, 81-100 for 5 points each. Hard capped at 100.
Arcane Destruction PhysPower boost: Spell power * 6.5/9 = 67 * 6.5/9 = 48.75
Typical PhysPower: 100 (Str) + 55 (Weapon Mastery) + 49 (Arcane Destruction) = 204 rescaled to 80
talent_mod = 1.52 (for 52% increased damage with weapon mastery, 1.1 skill modifier)
final_damage = ([0.3 * (PhysPower + total stat modifier) * base_damage * talent_mod]^1.04) * range
2h Sword final_damage = ([0.3 * (80 + 120) * 1.784 * 1.52]^1.04)*1.3 = 259
Dagger final_damage = ([0.3 * (80 + 90) * 1.5 * 1.52]^1.04)*1.15 = 161
Dagger dual wielding 145 * 1.5 = 241
For a Berserker with 5/5 Berserk talent and a 2 handed weapon add 5+ (7*100/60)*7.5 = 92.5 power instead of 49. So rescaled PhysPower is 89.4, making final_damage 272. 272/259 = 1.05, so the Berserker is now doing 5% more damage on auto-swing.
For a class without Berserker/Arcane Destruction, PhysPower will be about 155, rescaled to 69. A 2 handed sword will do about 244. 259/244 = 1.06, or about 6% more damage.
*************
The net result is Arcane Blade swing damage has gone done while classes like Bulwarks and Rogues have seen their swing damage go up.
As the game evolves, I choose to replay the same character class, Arcane Blade, to get a feel for how the difficulty of the game changes over time. It makes it easier for comparisons between revisions, and getting at the higher level content to how its changed.
In the transition to the new scaled power and saves system, along with changes to the weapon mastery talents, has caused certain classes, like the Arcane Blade, to have their relative effectiveness reduced more than others. I believe the current incarnation of the Arcane Blade class is in desperate need of a balancing pass.
The Arcane Blade has never been one of the stronger classes; just look at the number of winners. Or perhaps more importantly, the numbers for the realtime level statistics.
At this time, Arcane blades have: 4,304 @ Level 1, 753 @ Level 10, 12 @ Level 50.
I'll note 5 of those level 50s were created by me in different beta revisions, and 1 other looks to be modified test character with 5 in all talents.
Compare to a class like Berserker: 7,859 @ Level 1, 2,320 @ Level 10, 55 @ Level 50.
Or to to a class like Archers: 4,390 @ Level 1, 1,144 @ Level 10, 21 @ Level 50.
The class could win the game on rogue-like, but tended to need most of the optional quests (i.e. escorts, alchemists, lots of far portals) to have a shot good shot at doing so.
With the latest revisions, I was finding the class harder to play than previously and then started delving into the code base to see how the Arcane Blade had been affected by the recent overhauls.
The short summary is that the Arcane has many, non-direct damage effects based on spell power, which when retooled with saves and damage in mind, let buffs fall through the cracks. Most other melee classes don't have this problem because their buffs are based on their stats, not physical power. One example is Arcane Destruction which is about 1/10th its old effectiveness, and is now redundant with Strength and mastery talents. Its other buffs have similar problems.
More detailed explanations of how the effectiveness of the class was reduced follows.
**********
**********
Many Arcane Blade builds relied on passive buffs and multiple sustains to have a high damage auto-swing. This would then be augmented by Arcane Combat (25%-75% chance of casting Flame or Lightning Bolt on a swing, depending on talent level and Dexterity) and the occasional well chosen spell. Unfortunately, nearly all of those buffs are based on Spell power.
Except for the attack and healing spells, these effects were low values when compared to damage, and thus did not get hit that hard by the old logarithmic damage scaling formula. Now, however, the equivalent of 250-300 old style spell power is needed to achieve a similar level of effect that 150 spell power used to achieve. This is fine for the new rescaled damages. However, any non-damage type numbers need to be effectively doubled for the late game to maintain the same values. Given any talents based on statistic scaling didn't change, this is roughly a factor of 2 effectiveness cut (i.e. talents like Shield Wall which scale on getDex rather than things like Feather Wind, which scales on combatTalentSpellDamage).
**********
Arcane Destruction and physical power changes:
One of the most important buffs to the Arcane Blade came from its unique tree, Magical Combat, which has as its tier 4, Arcane Destruction. It takes spell power and adds a fraction of it as physical power. The problem with the new system is that Arcane Destruction gets hit *twice* by the tier system. Once in the calculation of spell power, and once in the calculation of physical power. At the highest tiers, to raise physical power by 1, it requires 34.6 points of magic. Or about 69 points of dexterity (assuming 5/5 Arcane Dexterity). Conversely, at the highest tier you could just invest 5 points in strength to get 1 point of physical power. Strength also directly increases damage with the stat modifier of 120% STR on 2 handed weapons.
The other thing to note, is that everyone now has access to physical power increases in the weapon talents, at 5 per point. At the highest tier, 1 generic point in a weapon mastery will increase physical power by 1, plus anywhere from 3% to 17% damage multiplier. 10/10 Weapon mastery and 105 Strength will already put a Arcane Blade at 70 rescaled physical power (160 old style), so looking at what Arcane Destruction does at the highest tiers is appropriate.
For a typical late game Arcane blade running 150 spell power (67.5 in the new scale), 5/5 class points in Arcane destruction will increase the highest tier physical power by 10, generally 5% or less damage change on a bump attack. In the old system, it was roughly a 50% increase in damage at 5/5 points on a bump attack.
As far as overcoming saves is concerned, Arcane Blades have exactly 3 skills which rely on Physical power. Stunning blow, which is a good stun, Sunder Armor, which can reduce a single target's armor by 27.5 at 5/5, and Sunder Arms which reduces accuracy by -16.5 at 5/5. The first is good, the second ok, the last, too small to make a difference, especially since it doesn't have any melee defense skills to stack with. As an Arcane Blade, you're simply going to get hit when someone swings at you.
Arcane Destruction has been reduced in damage effectiveness by a factor of 10, and its secondary benefit other effect is to improve one good skill and one ok skill. Its arguably worse than a generic talent tree that every single class in the game can get. Lastly, since reaching tier 4-5 physical power late game is readily achievable without this skill, perhaps its entire mechanic needs to be changed to something other than physical power.
**********
Inner Power:
To reach +11 to all stats, you previously needed about 140 spell power. Now you need 89.2 rescaled, or 246 spell power in the old system. This is mostly due to the small number of the max value (10), compared to some other things like the heal in the Aegis tree (520 - comparable to damage numbers).
There is a minor benefit at the very low end of spell power, in the 1st and 2nd tier, the bonus to stats are slightly higher for equivalent gear in the new version, but thats mostly just in the +1 to +4 range.
**********
Fiery Hand and Frost Hands:
Previously, 150 spell power and 5/5 Fiery Hands provided 42 damage per hit and 16% extra fire damage. The newly rescaled 150 to 67.5 spell power now provides 30 damage per hit and 10% extra fire damage, roughly a 33% power reduction.
Frost Hands suffered a similar fate, although its mostly used for the random ice blocks it can produce.
**********
Earthen Barrier:
150 spell power provided 61% physical damage reductions for 10 turns. 67.5 rescaled spell power now provides 46% damage reduction for 10 turns.
**********
Flameshock changes:
Flameshock up until a few revision ago, used the old style stun mechanics. No actions on the part of those affected by burning shock. Recently it was brought up to date with all the other stuns (namely a 70% damage reduction, healing reduction, and movement speed drop, no talent recharge, and 4 random talents put on cooldown), in exchange for some more damage over time.
Unlike an Archmage, an Arcane Blade doesn't have many AoEs, nor the mana to spam them in any case. Faced with a large mob, an Arcane Blade needs to find a corridor to fight 1 at a time, or simply teleport out. Flameshock allowed one to move in, stop enemies, finish one with its superior single target damage, and then get out of the way. Its reduction needs some form of compensation elsewhere, in the realm of being able to deal with groups of enemies better, defensively.
**********
Defense Trees:
The Aegis and Conveyance trees are mostly unaffected by spell power changes. Movement is still fundamentally the same, and the Aegis numbers are scaled initially to damage like values (i.e. 520, 400, 500, 500) before being scaled down inside the talent math itself.
**********
**********
Other comments:
It may also be a good time to look at the synergies, or more often lack there-of, of the various Arcane Blade talent trees and mechanics. A large section of talents simply don't work, because the trees were designed with other classes in mind.
1) Generic points may need to be looked at, as the Arcane blade's defenses mostly come in the form of generic talents, namely the Aegis Tree, Conveyance Tree, and the Combat Training tree (which everyone has access to). Where as a Bulwark or Berserker can happily spend 35 generic points on Thick Skin, Armor Training, Combat Accuracy, and Weapon Mastery, an Arcane Blade spends 8-16 in Conveyance and 11-15 in the Aegis tree, limiting racial tree and combat training trees to 26-14 points combined.
2) Trying to use Precise Strikes to make up for Combat Accuracy has the unfortunate effect of cutting Fiery Hands/Frost Hands and Arcane Combat damage by 10% per game turn, with no corresponding crit increase for those effects.
3) The class is also starved for category points, given its defensive trees (Conveyance and Aegis) start closed off initially, and that it requires a rune slot to run its mana abilities (half of its powers). Another category point is needed if you want to open its stamina recovery talents (which run the other half).
4) With the change of Strength to providing physical power instead of accuracy, dexterity is more needed then ever.
Arcane Blades can't both sustain their defenses (sustains from Aegis/Conveyance) and their offenses (Fiery Hands/Frost Hands) and have any hope of casting more than a single AoE. Yet they have access to 5 moderate to expensive AoEs (Chain Lightning, Fireflash, Inferno, Earthquake, and Thunderstorm). Without a focus in Willpower, or some in class way of reducing mana costs, putting points into more than 1 is foolish.
5) Frost hands doesn't synergize well with Arcane Combat, since a Frozen target can't receive new debuffs, like burning (or bleeding). The vast majority of Arcane Blades use Flame with Arcane Combat because it simply does both more damage and consistent damage than Lightning. Frost Hands also doesn't synergies with anything else in the Arcane Blade talents since its the only cold/ice damage talent.
6) Body of Stone in the Stone tree simply doesn't work at all with a class that is required to be in melee range, since its self pinning. In addition, if you open the Stone Tree, you virtually need to take Earthen Missiles 5/5, since there's no way to set which spells Arcane Combat casts.
7)To get the resources an Arcane Blade uses in combat on a useful time scale requires 2 category points, one to open the passive combat-techniques tree and one to used for a mana surge rune. Although the newly improved resource leech items may have improved the situation, but I'm having difficulty surviving long enough to test that.
8 ) Feather Wind isn't useful to Arcane Blade with the new Accuracy tiers. Its primary benefit is an Encumbrance bonus, but given an Arcane Blade's focus on strength, its redundant. The ranged defense bonus is too small, doesn't stack with anything, and the Arcane Blade is usually in melee, not at range. The trap avoidance looks to only work on low level traps as well.
9) Blood Frenzy is now mostly redundant between strength and weapon masteries. Ditto with Arcane Destruction. Since physical power is capped at 100 now, it can increase swing damage by maybe 10% late game, possibly less. The hard cap means Blood Frenzy + Arcane Destruction, Strength and Weapon Mastery is too much. Since Strength and Weapon mastery increase damage by more (straight percentages rather than tier scaled), the other two will generally be ignored. Unless you really want 100 physical power just for the stunning blow skill.
The question to ask, what is the Arcane Blade supposed to be?
Is it supposed to be hard hitting, but low defense? Its raw defensive abilities are those of an Archmage, Aegis and Conevyance, but lacks the mana to run the AoE control talents the Archmage relies on. Is it supposed to fall somewhere between the Berserker and the Bulwark, but with a magical flavor? Does it need passive/sustain Armor and Defense boosts rather than a Physical Damage drop for 10 out of 25 turns and a moderate mana cost? Does it need Stun/Pinning resistance like many other melee classes, since thats where it is usually fighting?
****************
Appendix:
Large amounts of mathematics to follow in regards to auto-swing damage.
Old System:
Assumed Stats: 100 Str, 100 Dex, 100 Mag, 150 Spell power
PhysPower = 108 (Arcane Destruction)
base_damage = [sqrt([weapon.dam + PhysPower]/10) - 1] * 0.8 + 1
base_daamge for perfect 2h sword = 3.53
base_damage for perfect dagger = 3.27
total stat modifier = 1.2 * STR = 120 (2h Swords)
total stat modifier = 0.45 * STR + 0.45 * DEX = 90 (Knives)
talent_mod = 2.0 (approximately - this is from weapon or knife mastery)
pre-scaled damage = (total stat modifier/1.5) * base_damage * talent_mod
2h Sword pre-scaled = (120/1.5) * 3.53 * 2.0 = 564.8
Dagger pre-scaled = (90/1.5) * 3.27 * 2.0 = 392.4
scaled_damage = pre-scaled damage * [1 - log10(2 * pre-scaled damage) / 7]
2h Sword = 565 * (1 - [log10(2*565)/7]) = 318
Dagger = 392 * (1 - [log10(2*392)/7]) = 214
Weapon Range effect [1-1.6 for 2h Sword (1.3), 1-1.3 for Dagger (1.15)]
2h Sword 318*1.3 = 413
Dagger 214*1.15 = 246
For wielding perfect plain voratun greatsword, average damage is around 413 = 413
So for dual wielding perfect plain voratun daggers, average damage is around 246 * 1.5 = 369 (ignoring crits/armor)
For a Berserker, with 5/5 Berserker talent and a 2 handed weapons adds 5 + (7 * 100 / 60) * 7.5 = 92.5 power, so very comparable damage (3.53 base for AB -> 3.38 base for Berserker), so about 5% more for the Arcane Blade on auto-swing.
For a combat class without Berserk/Arcane Destruction, 2 handed weapons have 2.25 base damage (213 damage), so an AB does about 1.5 times more damage per auto-swing.
************************
New System:
Assumed Stats: 100 Str, 100 Dex, 100 Mag, 150 Pre-scaled Spell power (67.5 post-scaled)
base_damage = [sqrt(weapon.dam/10) -1 ] * 0.5 + 1
weapon.dam = 66 for perfect 2h sword, weapon range 1-1.6 -> 1.3
weapon.dam = 40 for perfect dagger, weapon range 1-1.3 -> 1.15
total stat modifier = 1.2 * STR = 120 (2h Swords)
or
total stat modifier = 0.45 * STR + 0.45 * DEX = 90 (Knives)
PhysPower is tiered: 1-20 for 1 point each, 21-40 for 2 points each, 41-60 for 3 points each, 61-80 for 4 points each, 81-100 for 5 points each. Hard capped at 100.
Arcane Destruction PhysPower boost: Spell power * 6.5/9 = 67 * 6.5/9 = 48.75
Typical PhysPower: 100 (Str) + 55 (Weapon Mastery) + 49 (Arcane Destruction) = 204 rescaled to 80
talent_mod = 1.52 (for 52% increased damage with weapon mastery, 1.1 skill modifier)
final_damage = ([0.3 * (PhysPower + total stat modifier) * base_damage * talent_mod]^1.04) * range
2h Sword final_damage = ([0.3 * (80 + 120) * 1.784 * 1.52]^1.04)*1.3 = 259
Dagger final_damage = ([0.3 * (80 + 90) * 1.5 * 1.52]^1.04)*1.15 = 161
Dagger dual wielding 145 * 1.5 = 241
For a Berserker with 5/5 Berserk talent and a 2 handed weapon add 5+ (7*100/60)*7.5 = 92.5 power instead of 49. So rescaled PhysPower is 89.4, making final_damage 272. 272/259 = 1.05, so the Berserker is now doing 5% more damage on auto-swing.
For a class without Berserker/Arcane Destruction, PhysPower will be about 155, rescaled to 69. A 2 handed sword will do about 244. 259/244 = 1.06, or about 6% more damage.
*************
The net result is Arcane Blade swing damage has gone done while classes like Bulwarks and Rogues have seen their swing damage go up.