>> On the other hand, Paladin flares gain in likelihood at 4% per step (versus Sonic Weapon flares at 3% per step) -- KRAKII
Let's maths this out. A Paladin with 102 ranks of SL:B and 105 ranks of SL:S has a 48% + 10% base chance of a "sprays" activation. I've seen "sprays" of 1604 flares with 0 ranks of blessing lore, and they occur at roughly 10% when possible, for roughly 2% on any given hit. With a roughly 20% chance for a "pulses" activation, the chance of a "sprays" activation is about 11.6%.
For a bard with 102 Air Lore, the chance of "snap" activation is 36%, and because it's independent, over 3 times more likely to occur on any given attack than a "sprays" guiding light activation. The crit ceiling on either sonic flare is 9 as is the "spray" activation of guiding light, but not for the first activation of guiding light. So, now we have a bard that requires over 100 less lore, at 2x cost, for a second flare that will trigger 3 times as often and both sonic flares can achieve rank 9s when only the "sprays" can achieve rank 9.
The difference between the two is miles apart.
>> ... and if the Paladin's weapon does not flare, the next one becomes more likely. -- KRAKII
That's how most flares, including the standard flare, works; not just Guiding Light flares, and I'm fairly certain sonic flares, too. It's not just a straight up 20% chance to activate on any given hit. It's closer to a 10% base, and with every non-activation, the base increases which approximates roughly 20% over the accumulated non-activations. That is to say, the flare rate has been smoothed. This is fairly easy to demonstrate by collecting all attacks and tracking the rate of activation on the attack after an activation. Or, conversely, tracking how many non-activations it takes before an activation.
>>One-time casting cost versus ongoing mana drain... but then again, half the level, too. -- KRAKII
With 1625 it really is a one time cast!
>>Different spell, different effect. Each has their own characteristics.
I suppose. But the maths supports sonics flares being objectively better than guiding light flares, in isolation and with direct comparison. Now, throw other scripts on top of a weapon that you can add Guiding Light flares and the scales tip rapidly. Still, it would be nice if Guiding Light flares were given some extra power to compensate. I always preferred sonics if for no reason other than they cannot be disarmed or looted. It means I can actually use sonics in high-end hunting areas without fear of losing millions.
Or, and I'm just spitballing here, what if 1604 has an unlock at, say, 20 religion lore to cast on creatures via CS mechanics. Does light plasma damage but increases the chance for the initial Guiding Light flare to occur by X% base + Y% lore. Or have multiple cycles, like 1 base + 1 per skill SL:R / 100, crit capped at 4 per cycle, and if the paladin hits a body location with their Guiding Light weapon that was previously hit by one of the CS cycles increases the base chance to flare to 100%. It would be good to be religion lore, as well, because then it wouldn't double dip on "spray" frequence (SL:B) or "spray" strength (SL:S). This would also open up the possibilty for a low end attack spell for paladins.