Dexers take the same amount of skill to block, but are unable to use potions and block like mages can, even if you invest an extra 120 skill in bushido, you still cannot reactive paralyze people and have a hand free. That is not balanced.
Mage weapon is essentially a free 100.0 skill or more (depending on the amount the weapon takes away), They are still subject to being disarmed, unable to benefit from the anti-disarm mastery. Unable to use weapon specials (without sufficient skill in weapon/tactics & They cannot use reactive paralyze (shield) while holding a mage weapon without Giving up Potions.
That's the Balance with mage weapons.
Mages don't need their weapon for offense (nor do they invest skill points into Tactics, if they don't intend on using it for offense), they do much more damage with their spells with Magery & Eval-int, even at 15% SDI... Dexers have two skills to increase weapon damage (3 if you count LJ, but we'll leave that out for argument sake...) they would be Anatomy & Tactics. Anatomy adds damage % to weapons & increases healing effectiveness with bandages... on the Flipside, when Paired with Eval-Int 100.0 or more anatomy + 120 eval-int act like having the defensive portion of Wrestling, without being subject to disarm. No specials = 20.0 less skill points used... this is balanced enough for me
Parry mages weren't as common 5 years ago because it was impossible to get the dex bonus without dropping Str/HP or Int/Mana by a significant amount. Now it's possible to get capped int & str with 80 dex (70+ dexs literally from the suit & potions (without alchemy....).
With the proposed changes:
1) Wrestling OR Anatomy + Parry 120/100 & 120 will have a maximum chance to block of 17.5% & able to use a *Reactive Paralyze item (able to chug potions) the reduced parry chance would be the trade off of being able to freely chug potions without disarming something.
2) Fencing, Macing, Swords, & Throwing, (120/120) would have a maximum of 35% chance to block (unable to chug potions) Regardless if these skills are found on a mage OR a dexer.
3) Dexterity can be 10 or as much as you wish, it wouldn't effect parry chances regardless.
*Reactive Paralyze: is Only possible on Shields or **Two Handed Weapons.
**Two Handed Weapons that are "Balanced" - Cannot Parry at all. *There are also some abilities that prevent Reactive paralyze from being able to proc... (this may be a bug though...)
So you basically ignored the reality of my post and made up your own. I took you through step by step of the available defense options which you skip over. Let's take another look see:
For purposes of this evaluation, I am going to ignore the offensive side. But IMO dexxers have the offensive advantage.
Mage = 120 magery + 120 eval: 240 skill points
Dexxer = 120 weapon skill + 120 tactics: 240 skill points
240 points for Mage = 240 points for dexxer.
For offense and defense a Mage must compensate with skill on gear to hold the Mage weapon.
For offense and defense a dexxer does not have to compensate.
Both must hold a weapon in thier hand. A Mage weapon is not a free 100+ skill points. While there may be minimal opportunity for the weapon itself to inflict damage, it's primary function serves to allow a Mage to use his primary skill as defense while holding a weapon. Even the very limited capability to use the Mage weapon for damage is offset by the need for skill points on the suit.
Conclusion: Mage and dexxer have balanced requirements when it comes to the 240 points of primary skill for both offense and defense.
Adding parry to the above:
Same skill point requirement
Same slot requirement
Neither can chug pots
Same disarm vulnerability
Same defense chance both armed and disarmed
Mage must give up @ 50 of his primary stat to boost dex. This has gotten a little easier, but it is still a trade-off. My parry Mage runs around 150 mana, whereas my other casters are closer to 200.
Overall balance in the above is pretty close, with the edge going in a dexxers favor. However!! If you apply this to a 1v1 Mage vs dexxer fight it gets worse. 1v1 the dexxer gets to:
1. Only the dexxer can disarm the Mage nullifying a great deal of the mages defense.
2. Drop his shield without any sacrifice to survivability.
Adding wrestle/anat to the mix allows the following trade off:
Cost: Invest 100-120 additional skill points.
Benefit: Cannot lose defense chance by being disarmed and the ability to chug while maintaining defense chance.
I don't see the imbalance, particularly in a 1v1 dexxer vs Mage duel:
1. 360 skill points invested for the dexxer vs 460 points for the Mage (assuming anat)
2. Dexxer can drop the shield at no cost to the duel. This effectively evens the pots as both now have a free hand to chug.
3. Damage output when all specials and gear are factored in comes pretty close to balanced. RNG has a WAY bigger impact on the outcome than any imbalance, at least IMO.