Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-202.156.8.9-20131112123429

 Yes, I understand that the perks are kind of hard to read, cause I use notation. To make it simple (refer to info above). I proposed to profeciency point system in an earlier post, but if sticking with perks, every level will have to give 2 perk points, or the new trees will not work properly (as they need about double the perk points):

 Base of the tree is "Destruction mastery" with 10 ranks, each rank is 10% less cost to cast. All the branches require 1 point in destruction mastery.

 First branch goes to "destruction damage", which has 5 ranks, each rank is 20% more destruction damage. It goes on to "multicast", which gives a 15% chance to cast 2 additional spells of lowered damage at a deviation to the first.

 Second branch goes to "Destruction channeler", which shortens channeling time by 10% per level with 3 levels (so spells take 70% the time to charge at max level). It leads on to Overcharge, which has 3 levels, each level giving higher critical chance, up to 20% crit chance at max. Crit spells do 35% more damage and stagger the opponent.

 Third branch goes to “velocity”, which increases spell flight speed by up to 100% (50% per level, two levels). It leads to “piercing blast, which makes spells pierce through one enemy to hit another enemy behind (fireball will explode upon hitting the person, then explode again if it hits something else, chain lighting will chain of the person, then chain off something else, Ice storm hits twice, Acid blast (proposed) hits those behind with more damage, not sure for new water spells, I shall think of them...)

 Fourth branch goes to “rune master”, same effect as skyrim. Next, it goes to “Cloak master”, which doubles spell cloak radius and makes cloaks last 50% longer. Finally, it goes to “wall master”, which makes walls last 50% longer and slow enemies.

 Last branch is Destruction dual casting, dual cast destruction adds 25% damage (total 250% damage compared to single cast spell). It leads on to impact, which makes dual cast spells stagger opponents.

 Hope this is clearer than notation for some (I find notation clearer). As I said earlier, if not using the proficiency point system I propose, each level needs to give 2 perk points, or else the trees can never be filled (I practically doubled the number of needed perk points). I still prefer the proficiency point system I proposed, but it works fine with perks as well. The level requirement must also be met (level requirements have been written for the notation one, I will not repeat them).