Spell Nerf: Blackfire

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Choofed
Posts: 126
Joined: Thu Mar 25, 2021 3:31 am

Spell Nerf: Blackfire

Post by Choofed »

Hey guys,

We've got a spell named blackfire, it's a bit overtuned, he's what it reads on the wiki:

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When you truly start doing the numbers here, this spell has some rather insane stats and is certainly overtuned, lets go through this. I am going to work with the assumption of CL30, but most builds will probably be CL27 for this, it's 2d8 off the original but... I did all the calculations under CL 30 and I'm lazy to edit the entire post.

All the damage calculations, please keep in mind this has AOE components

I want everyone to keep in mind the burn damage is saveless, only the initial strike does damage. It also spreads in a AOE on enemies in a large area on a reflex save.

Without DR, like most NPCs, the damage does the following:

Initial hit (without save) does 8d8 fire + 8d8 Entropic damage averaging 72 damage.
The burn damage: 2d8 Fire + 2d8 twice per round for 5 rounds does an average of 18 damage a tick for 10 ticks for an average of 180 damage.

Total: 72+180 = 252 damage.

With Defensive Essence DR, like most PCs, the damage does this:

Initial hit (without save) does 8d8 fire + 8d8 Entropic damage, -5 to each, averaging 63 damage.
The burn damage: 2d8 Fire + 2d8 twice per round for 5 rounds does an average of 8 damage a tick, for 10 ticks, for an average of 80 damage.

Total: 62+80 = 142 damage.

With ESF Necro against Defensive Essence, like most casters who are hemomancers, the damage does this:

Initial hit (without save) does 8d8 fire + 8d8 Entropic damage, -5 to each, averaging 63 damage.
The burn damage: 2d8 Fire + 2d8 twice per round, with +4 per tick for each damage type, for 5 rounds does an average of 16 damage a tick, for 10 ticks, for an average of 160 damage.

Total: 63+160 = 222 Damage.

And then finally....

Empowered Spell with ESF Necromancy, against DR.

Initial hit (without save) does 8d8 fire + 8d8 Entropic damage +50%, -5 to each, averaging 98 damage.
The burn damage: 2d8 Fire + 2d8 twice per round, with +4 per tick for each damage type, for 5 rounds does an average of 16, empowered +50% damage a tick to 24, for 10 ticks, for an average of 240 damage.

Total with DR = 93 +240 = 333 Damage.

(Side note, 498 without essences, wild.)

The Spell is OP

We're talking a potential of 498 average damage, but realistically in PVP 333 damage, even if saved it's still nearly 300 damage and it's also lowering your fort saves and making you save against daze even if you passed the initial save for reflex.

This is a persistent effect that sticks to you too. There's no way to remove it.
The numbers are simply wild. It didn't need buffing on the 21st of march, it's however now a lot stronger than it should be. It feels like a ESF that you can cast multiple times frankly. Insane damage, unescapable DOT, repeated saves against daze condition? If you just minorly support this spell with other damage actions it's very very very easy build up overwhelming pressure with this thing ticking.

Against mob packs it's very easy to do 4800 damage in 5 rounds if there's ten of them with 1 spell. It makes PVE a joke.

I deeply request the balance team works the numbers here and brings it in line with other spells.

(Side note, I might have had a maths error somewhere here, but I've seen this spell in action and it's crazy potent, and the DCs can get pretty high too.)

Devman plz fix

Here is a video of this in action

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