Damage Reduction from Standers
Heavy Stander always reduces damage
only reduces damage on activation (correction by Lutetium
Natural Shield always reduces damage
Mana Deflector always reduces damage
Battlefield Overture and Bonechip/Powerpot hardly works on any magic damage skill except firebolt at a severely diminished boost(40% overture would be less than 20% more on firebolt)
There is no equivalent of bonechip for magic damage.
Def/Prot vs MDef/Mprot Reduction
There are few skills/pets that actually reduces mdef/mprot compared to physical
-Hydra
-Ceraunus
-Fantastic Chorus(Citation needed)
vs
-Bone Dragon
-Mir Dragon
-Uppercut
-Smash(Axe)
-Brionac(we lost this when they split Protection into Protection and Magic Protection)
-Piercing
Int to MA Scaling Change(Magic Update)
With the magic update back when 25INT = 1MA became 5INT = 1MA
there was never any update to make those enchants fall in line with the new formula which is why a majority of the older MA enchants became such a huge joke which is a majority of them because Nexon refuses to either buff or release newer enchants to fall in line with the new system.
There is still no MA suffix for clothes or any easily obtainable MA enchants for accessories, the only thing close is Awakened Successor which is still fairly hard to get since they only drop from Alban Hard/Heroic and are rank 7 enchants unlike being able to just use Oblivion WildBoar accessories for +maxdamg
A huge example of this is Mana Hammer(Rank3) 3-5 Magic attack.
This enchant is such a joke in it's current state, it went from being worth 75-125INT to a measly 15-25INT and thats a rank 3 enchant.
For a skill like FireBolt which scales
0.35-0.5MA (0.35minimum and 0.5max for 1MA)
0.2-0.4damgenchant(0.2min for 1minenchant, 0.4max for 1maxenchant)
3-5 MA would grant 1.5-2.5 more max damage on FireBolt
to get an equal amount of max on FireBolt with maxdamg enchants would only be
2.5/0.4 = 6.25max damg enchant.
Literally any common damg enchant would do better for making FireBolt hit harder.
Alchemy HP/MP/SP Scaling Change(Alchemy Update)
A similar issue to this presents itself with alchemy when they added the current HP/MP/SP scaling damage
for example WaterCannon or FlameBurst
WaterCannon
FlameBurst
Assuming a player with 2.5k HP/MP/SP
they will gain about
750 worth of base damage on WaterCannon
200 worth of base damage on FlameBurst
Alchemy enchants typically only add 1 damg per point which is outscaled by the damage you gain from having high current HP/MP/SP
This is heavily relevant for WaterCannon such as using
instead of
because the damage gain is much higher
50MP = 15 damage on water cannon vs +9 Water Alchemy Damg
Dan Ranks
Dan ranks for both Magic and Alchemy are generally pay 60% or more MP/SP for less than 3% more damage after factoring in your stats.
For example
FireBolt
60-120 -> 66-126 base damage (6min/max gain)
5 -> 8 Mana Cost (60% more mana usage)
Calculating the max gain's value in MA
6/0.5 = 12MA
Dan3 FireBolt gives you 12MA worth of damage for 60% more mana
WaterCannon
119-136 -> 152-175 Base Damage(33min/39max gain)
5 -> 8 Stamina Cost (60% more stamina usage)
Calculating the max gain's value in MP
39/0.3 = 130MP
Dan3 WaterCannon gives you 130MP worth of damage for 60% more stamina
The more stats you have, there will be greatly diminished returns from getting dan ranks due to your stats overshadowing the gains from dan ranks which is unlike how all the physical class dans work such as Smash
Smash
500% -> 620% (120% damage gain or 24% more from 500%)
10 -> 13 Stamina Cost (30% more stamina usage)
Magnum Shot
500% -> 560% (60% damage gain or 12% more from 500%)
10 -> 10 Stamina Cost (no change)
All the physical damage skills scale very well with dan even as your stats grow not to mention being able to take advantage of the crazy multiplicative nature of stacking BFO/Bonechip/Fateweaver.
EDIT
I forgot to add, Meteor Strike is the biggest joke of a skill with 15 minutes as a cooldown for a little less damage than Lightning Rod once you have about 620 Magic Attack.
It would have to do way more damage for that kind of a crazy cooldown.
Imagine having a skill with 15 minute cooldown doing less damage than a 15 sec cooldown skill.
The difference in cooldown is literally 60x.