Can we get another data dump from the spells?
because looking in to it, the data earlier in this thread is wrong already, and getting the base data out of the game is tedious.
Personally, I keep trying to figure out what we should be wanting from the spells and elements. homogeneity is obviously not the desired goal, but...
The question it comes down to is, how should we be comparing these spells?
comparing tidal pulse to fireball, that's sort of apples and oranges.
We need to get the similar spells balanced before we start worrying about that.
At the moment the 4 non-piercing, long range, direct damage spells are all over the place when compared to each other let alone the piercing spells.
Personally I say group the spells, balance inside the groups, then start worrying about group to group balance.
Now Ironically part of the issue currently is we don't have enough spells, for example, a fairly sensible basic suggestion is that the non-piercing spells should generally have higher single-target damage than the piercing ones, but because we only have "basic" non-piercing spells that's not true at all, all the high damage spells are piercing spells.
Now, with what I think are the right numbers hooked out of the game, taking fireball as a baseline for effectiveness....basic suggestions
Ball Lightning needs it's damage inceased to about 2000, that puts it's DPM in the same ballpark as fireball, gives it the highest DPS of the 4, but the worst DPSPM
Forest Rage I can't really picture what it's benefit is supposed to be. but cooldown to 1.00 and damage to 1450 gives it similar DPM to fireball, but better DPS,
Plasma Bolt, cooldown to 0.5, damage to 575, gives it terrible DPM, ballpark DPS, and the best DPSPM of the 4.
As a group this also brings them all back into competition with piercing spells.