The idea is, that at few dots, the necromancer gets a strong bonus to that or those few dots, and at more dots, the bonus weakens.
T = Tome rank {1, 2, 3, 4}
D = Number of dots on target{1, 2, 3, 4, 5}
Damage bonus to all dots on target = (T/4) / (D/1). Or (T/D)/4
To make it from a damage bonus to multiplier, just = ((T/D)/4)+1.
At Tome 1, with 1 dot on target, that dot will tick for normaldamage x 1.25 (((1/4) / (1/1)) = 25% damage bonus).
At Tome 4, with 1 dot on target, that dot will tick for normaldamage x 2 (((4/4) / (1/1)) = 100% damage bonus).
At Tome 1, with 3 dot on target, that dot will tick for normaldamage x 1.0833 (((1/4) / (3/1)) = 8.33% damage bonus).
At Tome 4, with 3 dot on target, that dot will tick for normaldamage x 1.33 (((4/4) / (3/1)) = 33% damage bonus).
At Tome 1, with 5 dots on target, all dots will tick for normaldamage x 1.05 (((1/4) / (5/1)) = 5% damage bonus).
At Tome 4, with 5 dots on target, all dots will tick for normaldamage x 1.2 (((4/4) / (5/1)) = 20% damage bonus).
So 100% to 20% at rank 4.
This does many things for the necromancer, other than just increase their dps, which obviously it will, at 1 dot as well as at 5 dots on target.
If the necromancer is up against a target that is Fire and Disease immune (or at least so resistant that dot does little or no damage), well only 3 types of dots can be applied, but these dot will then get 33% damage bonus, instead of 5 dots with 20% damage bonus (at Tome 4). So less loss of dps.
Also it gives the necromancer a more smooth start on with their dps, and even option to just leave 1 or 2 dots on a target, and still do close to max dps, supplemented with lifetaps for example.
Personally I feel that 20% to all 5 dots is fine, the necromancer is far behind as it is, but I can see the argument that this tome will just be so strong, that if such a bonus is needed, the whole dot line should just get more damage...
Anyway, it doesn't have to be 100% at 1 dot and 20% at 5, if for example 50% and 10% seems more appropriate, just change the formular:
50% to 10% at rank4 = (T/D)/8
Or if the goal is that the necromancer shouldn't cast all 5 dots for max damage
100% to 4% at rank4 = (T/D^2)/4
Again if to strong, just do - 50% to 2% at rank4 = (T/D^2)/8
ect. ect.
I don't really play my necro much anymore, because he just to slow and clunky (complicated, have to keep track of dots, even on one target its a hassle, at several targets, it's just not fun anymore), and even after all the timing and counting and what not, he doesn't produce very pretty numbers....
He is cool for exp groups, when I can persuade the group to let him have kill shots. When I can't, he is kinda pointless.
Something like this could simplify the necro, endorsing to cast fewer dots, while also doing more damage for less mana. Yes it would be - Not simple at ALL! - figuring out the perfect number of dots, but once you do, the process will be a lot more simple.
And even if you don't care about the optimal solution, just doing 2 dots and taps, over 5 dots and no taps, well both will be good, so pick your style
TL;DR?
If you think Necromancers are fine as is (or even too good as is), then this post will only upset you.
If you think Necromancers could use something very different in their lives, that playes on current mechanics, well check it out - throwing out idea's, hoping it might spark something somewhere that will lead to a change.
T = Tome rank {1, 2, 3, 4}
D = Number of dots on target{1, 2, 3, 4, 5}
Damage bonus to all dots on target = (T/4) / (D/1). Or (T/D)/4
To make it from a damage bonus to multiplier, just = ((T/D)/4)+1.
At Tome 1, with 1 dot on target, that dot will tick for normaldamage x 1.25 (((1/4) / (1/1)) = 25% damage bonus).
At Tome 4, with 1 dot on target, that dot will tick for normaldamage x 2 (((4/4) / (1/1)) = 100% damage bonus).
At Tome 1, with 3 dot on target, that dot will tick for normaldamage x 1.0833 (((1/4) / (3/1)) = 8.33% damage bonus).
At Tome 4, with 3 dot on target, that dot will tick for normaldamage x 1.33 (((4/4) / (3/1)) = 33% damage bonus).
At Tome 1, with 5 dots on target, all dots will tick for normaldamage x 1.05 (((1/4) / (5/1)) = 5% damage bonus).
At Tome 4, with 5 dots on target, all dots will tick for normaldamage x 1.2 (((4/4) / (5/1)) = 20% damage bonus).
So 100% to 20% at rank 4.
This does many things for the necromancer, other than just increase their dps, which obviously it will, at 1 dot as well as at 5 dots on target.
If the necromancer is up against a target that is Fire and Disease immune (or at least so resistant that dot does little or no damage), well only 3 types of dots can be applied, but these dot will then get 33% damage bonus, instead of 5 dots with 20% damage bonus (at Tome 4). So less loss of dps.
Also it gives the necromancer a more smooth start on with their dps, and even option to just leave 1 or 2 dots on a target, and still do close to max dps, supplemented with lifetaps for example.
Personally I feel that 20% to all 5 dots is fine, the necromancer is far behind as it is, but I can see the argument that this tome will just be so strong, that if such a bonus is needed, the whole dot line should just get more damage...
Anyway, it doesn't have to be 100% at 1 dot and 20% at 5, if for example 50% and 10% seems more appropriate, just change the formular:
50% to 10% at rank4 = (T/D)/8
Or if the goal is that the necromancer shouldn't cast all 5 dots for max damage
100% to 4% at rank4 = (T/D^2)/4
Again if to strong, just do - 50% to 2% at rank4 = (T/D^2)/8
ect. ect.
I don't really play my necro much anymore, because he just to slow and clunky (complicated, have to keep track of dots, even on one target its a hassle, at several targets, it's just not fun anymore), and even after all the timing and counting and what not, he doesn't produce very pretty numbers....
He is cool for exp groups, when I can persuade the group to let him have kill shots. When I can't, he is kinda pointless.
Something like this could simplify the necro, endorsing to cast fewer dots, while also doing more damage for less mana. Yes it would be - Not simple at ALL! - figuring out the perfect number of dots, but once you do, the process will be a lot more simple.
And even if you don't care about the optimal solution, just doing 2 dots and taps, over 5 dots and no taps, well both will be good, so pick your style
TL;DR?
If you think Necromancers are fine as is (or even too good as is), then this post will only upset you.
If you think Necromancers could use something very different in their lives, that playes on current mechanics, well check it out - throwing out idea's, hoping it might spark something somewhere that will lead to a change.