So, I checked to see what non-tier1 classes I haven't suggested revamps for, and this is the only one remaining. That's quite an achievement, I think.
I see wizard as less of a spell-posessing, and more of a spell-enhancing kind of class, since it presumes you're already familiar with magic and have signature spells of your own, so I've removed almost all of wizard's innate spells and turned them into passives and utility.
Generalist's Robe (and elemental variants)
Wizard class armors.
FO armor, for elecomp and because wizards were always glass cannons
Neutral element for generalist, respective elements for Pyromancer's, Hydromancer's, Aeromancer's, Cryomancer's, Geomancer's, Dynamancer's, Lumenomancer's, Tenebromancer's Robes
MRM has a strong focus on Magic
1 hit standard attack.
Appearance: The original has a good idea with robe, cape and pouches. Just bring it up to modern standards, replace some of the tackier staves with orbs, and maybe make it a little less skinny?
Description: Wizards are powerful spellcasters who wield elemental forces of the Ethereal Realm. Unlock the hidden mysteries of the arcane, and get the most out of your (fire/water/wind/ice/earth/energy/light/dark) spells!
Level 0: Arcane Efficiency - Passive
As a wizard, you have learned to get the most from your spells, reducing the amount of mana you need to spend!
All your spells cost 20% less mp. (calc: 25/125)
Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The reduction increases to (20*EleComp)%, but only affects spells of their respective element.
Level 1: Charged Blast - Active
Store some elemental energy for a rainy day each time you use a spell. Once per battle, you can release all that energy in a poweful blast!
Gain 25 Arcana each time you cast a spell. Once per battle, if you have at least 25 Arcana, you can Release the Blast:
Has the same animation and number of hits as the current lvl 4 wizard spell. The spell deals 0.6*(50+75 + #ofArcana)% melee's worth of damage and eleseeks. This consumes all your Arcana (to the max of 275).
Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The spell deals damage opposite to your armor element and deals (50+75 + #ofAP)% melee's worth of damage.
Level 2: Convergent Spells - Passive
Similar spells resonate with each other across time and space. Tap into that power to greatly increase the damage of consecutive magicks!
All your spells deal +25% damage, if you've used the same spell last turn. (basically, casting a spell makes you deal +25% damage with that same spell for one round)
Level 3: Arcane Potency - Passive
Your affinity with the elements allows you to boost the power of your spells!
All your spells deal +12.5% damage. (calc: 25/2)
Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The damage bonus increases to *(EleComp*1.125)%, but only affects spells of their respective element.
Level 4: Elemental Mastery - Passive
Channel the very essence of the elements to cause an effect beyond pure damage with every spell!
Generalist: Prismatic Torrent. All your spells inflict Prismatic Burn (Power 5*132/109) for one turn. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.
Pyromancer: Kill It With Fire. All fire spells deal damage against either monster's FireResist, or as if the monster's FireResistance was equal to 97.5%, whichever is higher. Basically, fire spells never deal less than 97.5% damage. (calc: 25 - 10 for pseudo-harm compression, remaining +15%/2 covers as much of the always-useful penalty as possible)
Hydromancer: Ocean of Power. When you miss with a water element spell, monster is paralyzed for (HitsMissed * EleComp * WaterResist) turns. Monster can resist (Int/Luck vs End/Luck) with -20 penalty to save. (calc: 25/0.15 / (119*0.7); /2 for average #ofHits))
Aeromancer: Deflecting Winds. When you cast a wind element spell, gain +(15 * EleComp) MRM for one turn.
Cryomancer: Frostbite. All your ice element spells have an (IceResist*EleComp*25/84.5) chance to Freeze the monster for one round. Monster can resist (Int/Luk vs End/Luck) with +0 bonus to save.
Geomancer: Crushing Earth. When you cast an earth element spell, inflict Fragile (-25*EarthResist*EleComp End) for one turn. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.
Dynamancer: Electrocute. All your energy spells have an (EnergyResist*EleComp*25/60)% chance to autohit. At level 8, this increases to (EnergyResist*EleComp*35.625/60)% chance to compensate for bonus accuracy.
Lumenomancer: Speed of Light. When you cast a light element spell, you have a (EleComp*25/50)% chance to gain celerity (for yourself only). Monster can resist (Int/Luck vs Dex/Luck) with +0 bonus to save.
Tenebromancer: Fell Midninght. All your darkness spells heal your hp for EleComp*12.5% of damage dealt.
Level 5: Summon Elemental - Active
Summon a homunculus crafted from the essence of an element and given life by your will!
Summon an mp-costing guest. Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer get a guest of their element. Generalist summons any one of the 8 guests, but with *0.8 penalty to damage and at *1.2 cost.
All 'Elemental' guest attacks are considered spells and gain all appropriate modifiers. This includes all wizard passives that affect the spell (not ones that affect the player, such as Charged Blast or Elemental Exposure).
FSB: When used with one of the Wizard Robes, the guests deal +5% damage. When used with the Robe of the corresponding element, the guest gains +10% damage.
Level 6: Dharana - Active
Concentrate and draw mana in from the ambient air to charge your mental reserves!
Quickcast, usable once per turn. Spend 125% melee in sp and gain mp of a standard spell.
Level 7: Elemental Exposure - Passive
Draw upon your spells' arcane magics to reduce your vulnerability to all elemental damage!
When you cast a spell, gain Element Shield (-(25/1.4)% damage from all elements) for one turn.
Level 8: Arcane Accuracy - Passive
Your experience with channeling the elements allows you to control their trajectories with increased precision!
All your spells gain +10.625 bth. (calc: 21.25/2)
Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The bth bonus increases to +(EleComp*10.625), but only affects spells of their respective element.
Level 9: Ethereal Evocation - Active
Infuse your foe with the very essence of the Ethereal Realm, making them highly vulnerable to all forms of elemental magic!
Quickcast, usable once per turn. Inflict Arcane Vulnerability (magic damage is increased by +46%) on the monster for one turn. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save. (calc: 50/(1.4*0.7); *0.9 effect and *1.1 cost for non-elemental effect, like with Mana Trap)
Costs 55 Arcana.
Level 10: Arcane Lore - Toggle
Imbue your elemental spells with power directly from the Elemental Planes!
All your spells deal +50% damage, and give double the Arcana.
To compensate, they cost (225/125)% or 1.8x the usual amount of mp.
< Message edited by Primate Murder -- 5/21/2019 22:56:04 >