I just think that spells are much harder to balance a damage buff on than weapons are. 10% damage buff on an invoker is A LOT of damage, Espescially for something like call lightning, jet steam, and hell stream. 10% damage on call lightning can easily be 30 damage per cast.
Man call lightning is the easiest skill to avoid. Have 0 a.c.! Why you rocking any a.c. fighting a voker?
I am not telling you anything besides how the game works is all man. You are not getting hit 7 times by melee attacks from one character. Weapon procs are another animal that is off topic, and pretty annoying to see 1 weapon proc 4 times tbh.
o ac and saves isn't as easy to pull off these days as it once was, but it is true you can drop your ac to avoid call lightning. I'm with @'tarako on the part about a flat damage % bonus to spells. I'd be alright granting them more offense by decreasing saves:
Sage arts 150 rp You are a master of your magical arts and know how to bypass some of their protections. (Give a -10% to totals saves someone has)
i.e. If they have -50 saves total vs. afflictive, this edge would give +5 to saves.
Also I'm gonna give EVERYONE a tip for fighting Invokers. There is this little flag when you id an ITEM that says NON METAL. I suggest using it. Lots of non rare things that have this flag that you can keep in your bag that have saves!
Let me try this a different way. I have successfully played a huge range of race/class/cabal combos. Rogues, casters, hybrids, communers. I am very familiar with spell level, and how it impacts saves. I do not believe that you can arbitrarily give any mage a generic 10% buff to spell effectiveness and say that is equal to the hunter of X perks. It isn't even close to equal. ESPESCIALLY when you factor in spell level eq. You also routinely speak basic strategy, without realizing I am already playing around those strats. If you wear no eq to fight an invoker, that invoker will shred you. If you stack mental and affl saves, you are not threatening the invoker with enough damage to matter. You can't just run around naked giggling about how call lightning doesn't hurt. Then you just lose to fireball.
Adding in a raw 10% buff would make these the strongest edges implemented by a country mile just on the math alone. That isn't factoring in synergies, and vulns. 10% damage buff for hellstream vs an ogre? Ice storm vs an FG? Fire shield vs a Feral?
Also I'm gonna give EVERYONE a tip for fighting Invokers. There is this little flag when you id an ITEM that says NON METAL. I suggest using it. Lots of non rare things that have this flag that you can keep in your bag that have saves!
What do you think this flag does? The only thing I can find concerning it is within a check for damage condition.
What do you think this flag does? The only thing I can find concerning it is within a check for damage condition.
It doesn't give the spark on call lightning. Adding the second set of damage. At least that's what I've assumed it does all these years I've used the set, and it works.
Well then I was wrong, and I think that flag is stupid, but the set I use for invokers stops the crazy call lightning. For years I've thought non metal stops that as well.
I'm wrong and can admit it. But you can get your a.c. low enough with enough saves to survive call lightnings.
You want to empower mages, you find edges to gently reduce incoming damage, or gently reduce opponent saves. Spellbreaking eq is an idea I cannot remember where I saw it, but felt it was awesome. Afflictive spellbreak makes affl spells slightly harder to save vs once their saves are above a certain number, Just generically buffing spell damage makes fresh 50s even less likely to live, while overall not really impacting fights versus super decked people.