I've been doing some testing on the module 3 preview server to figure out what the developers have done to re-work the damage formulas. I'll give you the results first followed by the details.
The bottom line: All lower level characters will do less damage because power will be giving them less damage than before. All lvl 60 characters with decent weapons will be doing more damage because they'll get more from power. Really high-end players are going to get A LOT more damage from power. The overpowered will become even more overpowered. Stacking power is going to be absolutely THE way to go in Mod 3.
Here's the math behind it.
In Module 2 damage is calculated the following way:
There are coefficients on each term, but I left them out for simplicity. The main thing to notice is that the damage you get from power is added on to the damage you get from your weapon and the spell rank.
In Module 3 damage is calculated the following way:
Again, there are coefficients in there. Notice now that the damage you get from power MULTIPLIES all of the other parts of the equation. That means you'll gain more damage from power as your gear gets better. Before you did not; it was a flat rate no matter your gear.
Just how significant is this change? Very. Here's two examples.
My CW has 5300 power, 24 INT, and an orb of the Dread Legion:
On the module 3 preview server the damage of my spells has gone up by 9.6% across the board.
For someone who is uber-geared with say 8500 power, 26 INT, and a Fomorian Fabled Orb:
Their damage will go up 14.2% across the board.
I believe that this change has been made to all classes (It's been confirmed for CW's and DC's) so every class will be seeing a bump of this kind. But the people with the best gear will benefit the most as their gear will be part of determining how much more damage they'll get from their power.
You're sort of making an assumption here about what the "best gear" is. Not every class has appropriate itemization for Power as a statistic without some dramatic trade offs in other DPS increasing areas like Arpen and Crit.
For instance, if you're a GWF and you PvP - you've probably got (if you're lucky) close to about 4k power if you're wearing decent T2 PvP gear - sometimes far, far less, if you've gone extra tanky on your jewellery/enchants.
Itemization is a big factor here, well, really, any time they change a fundamental formula like this. It's going to have some strange effects on which items are now more valuable than before and certain classes will have to adapt/change their gear... which may be quite time consuming and expensive depending on how it hangs out...
You're sort of making an assumption here about what the "best gear" is. Not every class has appropriate itemization for Power as a statistic without some dramatic trade offs in other DPS increasing areas like Arpen and Crit.
I suppose I should clarify as state that by "best gear" I'm really referring to the highest damage weapons for each class. Someone higher numbers on their weapon will gain more damage per point of power added than people with lower damage numbers on their weapon. The rest of the gear (armor, boots, ring, etc) doesn't factor into that statement.
So at that point, should CWs even bother stacking ArPen? Go full-on Power and Crit?
Crit should already be ignored by spellstorm CW's. Eye of the Storm makes it an irrelevant stat and power will give you more bang for your buck. The difference is even more pronounced in Module 3.
Crit is important to Master of the Flame CW's, but module 3 will shift the balance a bit more towards power.
Armor penetration is an unknown at this point. Armor penetration, if working properly, would be the best investment up to around 2200. I haven't checked to see if they fixed it on the preview server (my gut tells me no). With it broken for several powers how much armor penetration you want would depend on whether or not you use those powers.
Power will be very important as always, but if Armor Penetration works properly, it will be just as important, and if they increase the effect of having more Critical Strike by enough, it might still force players to balance out their Power, Armor Penetration and Critical Strike. Also, another thing to take into account is how much effect Recovery will have, as if it has enough effect, powerful encounter powers will be possible to use more often per encounter.
It looks crazy. Just based on how well it scales and the effects of crit hit suppression on tenacity, even with P.Vorpal it looks like on my HR it is better to fill all offense slots with power instead of crit from the numbers I ran a while ago while leaving crit virtually at zero. That is for PvP anyway. Overall though power will definitely be incredibly viable after this update.
Also, another thing to take into account is how much effect Recovery will have, as if it has enough effect, powerful encounter powers will be possible to use more often per encounter.
Based on the calculations Recovery is worthless past a certain point. Your basic T2 CW gear will give you 2-3k Recovery and any more you invest in it is useless. For example, with 0 recovery the base cooldown on Steal Time for my character is 17.4 seconds. If I add 3000 recovery it will knock the cooldown time down by 2.86 seconds (down to 14.54 seconds). That is decent reduction and fairly useful. If I want to knock one more second off of the cooldown time (down to 13.54) I'll need to get my recovery to 9,000. That's completely absurd and a total waste of your enchantment slots. Recovery should never be stacked over 3k with the absurd level of diminishing returns.
Crit should already be ignored by spellstorm CW's. Eye of the Storm makes it an irrelevant stat and power will give you more bang for your buck. The difference is even more pronounced in Module 3.
Crit is important to Master of the Flame CW's, but module 3 will shift the balance a bit more towards power.
Armor penetration is an unknown at this point. Armor penetration, if working properly, would be the best investment up to around 2200. I haven't checked to see if they fixed it on the preview server (my gut tells me no). With it broken for several powers how much armor penetration you want would depend on whether or not you use those powers.
Agreed. By the way, when you say 2200, you mean in PVE right? What about PVP.
Also, curious to know what weapon enchantment you will be using
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For instance, if you're a GWF and you PvP - you've probably got (if you're lucky) close to about 4k power if you're wearing decent T2 PvP gear - sometimes far, far less, if you've gone extra tanky on your jewellery/enchants.
Itemization is a big factor here, well, really, any time they change a fundamental formula like this. It's going to have some strange effects on which items are now more valuable than before and certain classes will have to adapt/change their gear... which may be quite time consuming and expensive depending on how it hangs out...
I suppose I should clarify as state that by "best gear" I'm really referring to the highest damage weapons for each class. Someone higher numbers on their weapon will gain more damage per point of power added than people with lower damage numbers on their weapon. The rest of the gear (armor, boots, ring, etc) doesn't factor into that statement.
Crit should already be ignored by spellstorm CW's. Eye of the Storm makes it an irrelevant stat and power will give you more bang for your buck. The difference is even more pronounced in Module 3.
Crit is important to Master of the Flame CW's, but module 3 will shift the balance a bit more towards power.
Armor penetration is an unknown at this point. Armor penetration, if working properly, would be the best investment up to around 2200. I haven't checked to see if they fixed it on the preview server (my gut tells me no). With it broken for several powers how much armor penetration you want would depend on whether or not you use those powers.
Based on the calculations Recovery is worthless past a certain point. Your basic T2 CW gear will give you 2-3k Recovery and any more you invest in it is useless. For example, with 0 recovery the base cooldown on Steal Time for my character is 17.4 seconds. If I add 3000 recovery it will knock the cooldown time down by 2.86 seconds (down to 14.54 seconds). That is decent reduction and fairly useful. If I want to knock one more second off of the cooldown time (down to 13.54) I'll need to get my recovery to 9,000. That's completely absurd and a total waste of your enchantment slots. Recovery should never be stacked over 3k with the absurd level of diminishing returns.
Agreed. By the way, when you say 2200, you mean in PVE right? What about PVP.
Also, curious to know what weapon enchantment you will be using