Yeah, you do not swing at full speed below 90 stam even with a 2 second weapon, if you are using a 2 second weapon. Congrats to proving nothing to throwers, archers, and every other warrior temp that doesn't use a 2 second weapon. Any weapon above 2.5 seconds loses max speed below 120 stam, and this is only 30 stam loss if you chugged and were at 150 to start.
even exp has a 2 second delay with 51-56 pts of damage at 20 mana.
FS at 64-69 pts of damage at a 2 second delay cost 40 mana without lmc.
Armor Ignore is now what 30 mana capped at 35 damage?
Assuming we are discussing base damage with no contributing figures, no resists or ssi. A magic arrow has a delay of .5 seconds with damage 14-18 fire dmg at 4 mana.
A dagger? 10-12 dmg at 2 seconds, even at best 1.25 seconds if they hit.
As far as chaining specials, if I recall the mana cost increases on a timer right after the first one. So there is a delay unless you dont mind doubling the mana cost. I dont recall what that timer is until it drops to normal mana consumption.
But this really isn't meant to be an argument against magery, but a comparison to damage output if you lower the stam rate. Your swing speed and dmg output drop below 90 stam w/ a 2 second weapon.
I get the point you are trying to make, but after you factor in resists, RNG, and mana costs for warrior, even if you do lose a little time between refreshes, the damage output still tends to be a big difference.
A dagger base damage is 10-11. With 100 Strength and 100 Tactics it will do 20-22. With 120 Strength/Tactics/Anat and 100 damage it will do 38-42 damage. If you factor in a hit spell you will get a base bonus of 17-30ish depending on which spell it is. Using Various abilities and effects in game you can increase that base damage before factoring procs to 64-71
Damage output alone with no procs no effects on an equally skilled opponent assuming 50% hit rate thats a 17-21 Damage rate.
With 90 Stamina you swing at cap of 1.25s. This is pre SSI. (With SSi you can achieve max ssi with lower stamina, or use a slower weapon for more damage and still max swing rate)
Magic arrow can be cast in .5 seconds, The damage has a 1 sec delay. If you cast it again before that damage is hit, then it is negated. So your perfect rate of damage with magic arrow would be at just about 1.25-1.5 seconds per magic arrow dealing 16-18 damage at a 4 mana cost. With all passive effects an buffs you can probably get magic arrow damage up to 22-25
Comparing damage out put to something higher, say ebolt or flame strike. You can hit en ebolt every 1.75 seconds dealing 51-56 points of damage. ( Max Buffed about 77-86) 12 Mana cost
A War fork at 90 stamina will give you the same rate of 1.75
@ 100 str/tactics it will only give you 20-26 Damage. @ 120 Str/Tac/Anat/100 Di it will give you 42-50 (Max Buffed PreProc about 71-80)
Spell Proc may add between 17-30 .
0 Mana cost.
(I did a comparison with AI and flame strike either earlier in this thread or another thread as well so not gonna revisit that)
There are of course factors limiting damage output from both classes. Warriors require stamina or item properties to keep their swing rates up, as well as their damage is completely reliant on them hitting the target. Worst case scenario, a Warrior 120 skill/Max HCI going up against an opponent with 120 skill and Max DCI AND Parry has a 30% hit rate.
A mages is pretty much guaranteed to deal damage as long as they are able to cast without interruption. The limiting factor primarily being interruption.
A warrior with low stam, low mana, low item mods is going to have crappy damage output.
A warrior with high stam , high mana, and high item mods, is going to have much better damage output than a mage.
A mage with minimal gear is not going to suffer as much on the low end as a warrior.
A mage with max everything is is going to have significantly less potential damage as a warrior on the high end.
Thats my point regarding damage. On the warrior side it skews from really low to really high depending on the state, in the case of a mage the best hope is to break even on the slower end, matching slower weapons with ebolts and flame strikes, on the lower its just no real competition.
But anyway thats kind of tangental, the basic point is warriors have more damage potential, casters get a free skill.
Damage potential is more of a tweak, the free skill is just broken.
But thats an overall balance thing.
Nobody as yet said how often on prod they use use stam pots, how many they carry etc.
I've never found myself chugging TRs as often as once every 10 seconds unless I was pushing through somewhere. So speaking for my warriors alone, a 10 sec cooldown on TRs is probably going to go unnoticed.
Speaking for both my warriors and casters a 10 sec cooldown will be a HUGE problem if pushthrough still requires full stamina.