This thread(
here) shows a thing 1.6 testers have noticed for a while, its easy to get 15k dps by spamming Wrecking Blow...
Now that is fine and well, however there is no ranged magicka equivalent... Sorcerers currently do the most ranged magical dps but its not as much as melee. The other classes can`t even get close...
To be a magicka based build also means you must use Light Armor. 1.6 makes it so Light Armor gives 1/4 of the armor given by Heavy Armor. Medium Armor gets 3/4. Since 1 armor will also mean 1 spell resist... it makes Medium Armor 3 times better at both armor and spell resist by default. Even with the Light Armor magic resist passive skill, Medium Armor is still a lot better.
Most games i know are balanced so if you want damage you must give up some protection, with the best damage dealers having no protection at all. In ESO, if you want ranged magical damage you will give up all your protection but still do 30% to 50% less damage(dps) compared to a melee build that only spams one skill.
Its fair medium armor gets more armor... not sure about the spell resist, why should a mage be weaker versus spells compared to a rogue?(melee dual wield)
As for the damage, it should be equal or within 5% - 10%... the current difference is too big. I had hopes that, as you said, you were monitoring this and will adjust but it looks like you pretty much decided to roll the update no matter what.(many game breaking bugs still exist, one even allows sorcerers to do 20k dps, but i won`t list them here especially now that i don`t think they will get fixed)
Are you aware of this problem?
Does you data reflect this?
Are you planning to just leave it like this or will you change it before 1.6 launches on live? Was this intended?
In a game with Leader boards what was the reason for the implementation of this huge disparity in damage per second?
A lot of people are planning to make a new character in 1.6 to enjoy the new game experience so i`m sure they would also like to know more about this.