Regarding the 2.91 patch’s arcane ray mechanics:
First of all, the per tick damage from boosted arcane ray is bugged.
The ray’s ticks should do more damage with 4 dots, right? I didn’t test 5 but I’m assuming it has the same issue.
Because of the bug, I couldn’t run damage estimates for more than 1 affliction, 1 fire, and one frost dot per mage. So I compared a dungeon/raid scenario: 3 mages with one of each type of dot each.
- No talent rotation: A normal rotation of fire/frost/fire/frost and affliction every 12 seconds (when it runs out) for each mage
- True Affliction rotation: affliction+frost+fire+arcane ray+repeat. This seemed to be the optimal rotation for a single affliction TA user (to use arcane ray, a major source of dps, as frequently as possible with all 3 dots).
I didn’t include tilesets or other talent bonuses (i.e. selfish streak) in the model.
(ESTIMATES! The in game damage meter seems to be consistent with the estimates, though)
(This is level 20 damage. Level 30 damage should scale the same?)
There are 2 issues with the new damage. First, even without a talent mages still do far more damage than with TA. This might change when arcane ray gets boosted by 5 dots, depending on how much damage it gets boosted, but that would also require no other mages to be in the party (even affinity users need to use the affliction weakness debuff, which would take away 1 of the dots from the TA ray).
Second, the new damage method still has the same design flaw as the 2.90 balance pass: mages aren’t rewarded for casting faster. The curve for 2.91’s damage curve is very flat. Notice the chart below the graph; for a 100% increase in casting speed (.6 spells/second is probably the level of a new mage whereas 1.2 spells/second is very fast for experienced mages). The skill improvement from newbie to beginner only grants an estimated 29% damage increase. New mages shouldn’t do almost as much damage as expert mages. Any balance pass that reduces the initial damage each spell will reduce the effect of casting speed on damage.
It’s also important to note that any TA rotation including arcane ray will get less buffs from selfish streak and tiles. During the 3.5 seconds of dead time while the ray is blasting, selfish streak and tiles will wear off (unless we figure something new out with tiles?) and the super ability won’t charge. A normal no talent or affinity rotation will always have tiles and selfish streak active. The inclusion of these buffs will further the distance between no talent dps and TA dps.