Before continuing reading, please consider this carefully: I am confident almost all of you have already read some "new" knowledge in burns' post, there is more here...
[i][u]Do you want the solution handed to you?[/u][/i]
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[quote]
Also, since Angiens were designed to do damage comparable to those lethal tokenmonsters, they need to be... regulated, too.
I'd say, cap the burn (NOT the self-inflicted damages, things get calculated normally, and the damage to _the other person_ gets capped afterwards) with the ammount of VE they have at the moment. For the untokened top-players, that's a cut to 1/15th of their current burn-power, tokened angiens would lose 99,99% of their current burn. Not that they'd get weak by that, they are endlessly overpowered as it is.[/quote]
I still see a problem there, first let me expand on your "sequence".
Before creature boost aura's[sup]1[/sup] (or any other aura for that matter), there is also a creature's base stat. Now, this would still be applied before creaturboost aura's. For the very simple reason that they would not have any effect at all otherwise.
Now back to the angiens, they happen to have quite a lot of defence they also have a creatureboost that applies to this. This results in a defence so high, that without a 6 drachorn (5 boosters 1 GG) or another angien rit it's almost impossible to damage and even with the drach rit damage will barely be dealt.
There is of course still ways to use damage the angiens or lifesteal on these angiens. However, without the boosts they'd still be left with an insane amount of VE. (To get back to the numbers, I've seen rituals with 500k ve on EACH creature).
The power on angiens is also quite high, and even without tokens boosted maxed angiens deal a lot of damage 1/15th of this with high ve (combocount is enough for this for most players) is easily enough to wipe out pretty much any other ritual and by far more than lifesteal (as this is caped at 20%). In addition to this, they won't "overburn" themselves any longer resulting in freezing being much less effective.
So what do we have? Angiens that survive the first hit easily because the damage output in general is nerfed. And do not kill themselves completely (or overkill even) after their devastating hits (which, at 1/15th of current are still devastating and a claw I or III doesn't result in more self inflicted damage as your easily caped on the 99,99%) which usually result in a completely destroyed ritual the case of (very) high VE on defense [sup]2[/sup] or a lot of lucky freezes exempted.[sup]3[/sup]
Now, as I see it, there's 3 plausible solutions (In addition to burns' suggested changes):
a. Cap the damage[sup]4[/sup] at a reasonable amount, 8k is a number that springs to mind[sup]5[/sup]
b. Remove the ability to target multiple creatures (in addition to above mentioned changes) This would make a 6 angien ritual a lot less useful whilst still having them as high damagers (yay for ritual diversity)
c. Cap the damage dealt at the value that 99.99% of ve loss would normally "allow" (might have to finetune the 1/25th)[sup]5[/sup]
Also: Instead off 99.99% I'd suggest the angiens just being left with 1 VE.
You will notice this is mostly a "rough" idea. It'll take us into the right direction but not completely ballance the combat system (and under power several shop features).
Please Mur, think carefully about changes you make as the last ones have either offset the ballance (rusts, tokens, angiens) or not worked (priest, SW/TS) and the combat system was a thing of beauty before. I know there is a lot of thoughtful consideration (and math) required in order to balance the system out as well as the need to give an "edge" to people who buy things in MDShop. Should you want help from the community I'd suggest a forum with limited access or a work group as it'd require discussing details that are in essence spoilers (more has been revealed in this topic about game mechanics/angiens than I'd like already)
1: All aura's that boost a % for example [attackboost], [creatureboost] or [levelscare]
2: This is a lot harder on defense than on attack as in defence you only have your personal VE opposed to simply combo count.
3: In fact, a not-insanely-high-ve-ritual would need to contain atleast 3 freezers and a loreroot archer/lifealer to have a [i]chance[/i] at winning.
4: NOT "attack" so this'd be the effective damage dealt to the creature
5: NOT a calculated amount, I might put a different value there after considerationg
6: Also not a value I've done calculations with yet
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