by q 3 on Tue Feb 07, 2012 4:31 am
Just playing with some numbers and wanted to note that the change to HALPMEH is a subtle buff to Sorcerers, relative to other classes, and a less subtle nerf to Wizards. Previously, a Sorcerer recovered 12 HP per MP spent on HALPMEH, versus 10 HP per MP for other classes, i.e. his HALPMEH was 120% more MP efficient. Now, a Sorcerer gets 9.5 HP per MP, versus 7.5 for other classes, which is 127% more efficient. On the other hand, a Wizard has gone from 15 HP per MP, 150% more efficient, to 10 HP per MP, which is "only" 133% more efficient. Wizard still has the most efficient HALPMEH, but not by nearly as wide a margin as before, and Sorcerers have closed nearly all of the gap (add in the Sorcerer's extra max MP, mana shield, and lack of damage penalty and I'd say they're now pretty clearly the best at HALPMEH despite the Wizard's slight edge in raw fuel economy). The Crystal Ball tilts the balance way back in favor of Wizards, of course (I think - I haven't ever actually bothered unlocking it, so I don't know if it still works for a Wizard with HALPMEH - if not, they've been nerfed even more thoroughly than I thought).
With the nerf to HALPMEH, and the fact that Berserkers are now the only class with magic resistance, I wonder if it wouldn't make sense to give Paladins a slight buff in the form of limited magic resistance. Maybe at the cost of some physical resistance. 20% phys / 15% mag? 20% both? That would go well with Vampires getting a magical attack (which I personally don't like all that much - it makes more storytelling sense for Wraiths to have the magic attack, and that makes things fairer for Berserkers anyway, but whatever)