Quote from NomadTrooper;1053384:
Why would you want magic to be fast? Then it would play exactly like every other skill set. Its problem isn't speed, it's damage. Why can melee kill everything before magic is loaded? It's because monsters are to weak, they were not readjusted when combat was buffed, so they got left behind. There is no reason to charge up a nuke attack when everything dies from a gentle tap of the sword! To add on to this, all combat types deal the same damage as our current nuke class. Why bother with a nuke, if you can deal the same damage with normal melee? Magic needs a massive damage buff. If range can hit 10k's every 0.5 seconds and Fire Ball takes 20 seconds to charge, then Fire Ball should deal 400k damage in one hit, or mathematically it can't compete. Think this is insane? Well, Fire Ball was hitting 10k back when smashing 2k was amazing, but Fire Ball is still hitting 10k wile players are smashing 30k now.
OT: this update looks bad as it is. I really hope they fix the charge stacking formula, or our long awaited buff has become a joke nerf.
Even if magic did 99999 after charging, why wait 7-14 seconds when you can clear the room in 3 with Crash > Act 7? And then WM or Bulletstorm on top. The only damage that is useful is that necessary to kill the enemy, the rest is waste. And as long as you can clear a room with spamming Act 7 or Crash, then magic will be second-rate and situational regardless of damage.
Your overall point is valid - physical skillsets are outrageously strong compared to the stuff you have to kill and because you don't NEED magic's high damage numbers to kill things, why wait?
That's why I support simply implementing an inherent chaincast (with all speedcast upgrades removed including reforges, while Vivace would boost alchemy/magic damage) on all "loading" magic coupled with long (Act 7/Fighter-esque) cooldowns, and the return of the current magic formula (maybe with 10 int for 1 matk instead but not needed).
Magic would then have the speed of puppetry (esp with Ice Spear) but more restrictive cooldowns, higher AP costs (You only need around 2.5k AP to cap Puppetry and get 800 total Str + Dex), and higher maint costs (wand repair, MP use)