Edoras wrote:
FYI, acid blast from a wand isn't GM.
In addition, MP enchantments or not, if you repeatedly cast any warlock spell at an opponent they're not going to dodge for long, because every spell impairs their reflex. Cone of cold on a group will do some crazy damage after a few rounds.
Also, one of your points was "How come caster classes can't last as long in melee than melee classes" To which I am genuinely confused. You also mentioned that casters have to flee almost as soon as they're in combat.
I think that my advice to you would be to speed up. If you take 2 rounds to start casting a spell, sure, you're going to have to flee, big surprise. But, a caster can still put up a fight and have a chance of landing a kill on any melee class, easy, except for maybe solo priests, or if you're fighting against a hammer character and you don't have access to dispel.
My point wasn't that caster classes can't last as long in melee as melee classes. That shouldn't be happening and is working as intended. The problem is that melee users dish out so much damage that elementals and charmees typically are dead in a couple of rounds before the caster can get any serious damage off to the melee user. There are more spells that augment melee damage and enchants + defensive spells mitigate more spell damage than they do melee damage.
What I mean is look at some logs to where people were taking 4% from BoG. Logs where Magma Spray (Which is supposed to be one of the strongest spells) only doing 5-15% dmg to a person. In situations like that, a caster has no chance to kill the melee user. Enchantments really benefit melee more than they do casters. It's odd that, to be on par, the majority of damage from a sorc comes from two barb charms with weapons buffed to hell and back. The actual sorc doesn't really do much but dispel and other things.