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I'm at end game rn and Pebble is a joke. Sure its FP efficient but I don't care about FP, I have Mind and mana flasks and comet shards. Pebbles damage becomes so ass compared to swinging your sword/using weapon art/using less efficient spells like Glintstone Icecrag/Rock Sling that it goes from SS-Tier to Never use-Tier.
And it makes sense! Pebble is the most FP efficient spell in the game! Of course its the "best" pick early game; but as soon as you get more flasks and mind and you end up killing bosses before even finishing your flasks while using inefficient spells you'll realise "oh; the pebble is useless now", pretty damn quick.
EDIT: Wanna know what blows pebble out of the water? Try making a longbow build and see how that works out; you literally shoot Glintstone Pebbles, but they cost 0 FP, you have nigh unlimited numbers of them, you can shoot them while jumping and from further away, and you can even customise your Glintstone Pebble to do bleed, woaaaaah.
From is extremely bad at making spells a fun PvE option. Instead caster builds largely amount to 'you're squishier than a pure melee build but you have one projectile to range cheese and can do higher melee dps with buffs or a few specialty scaling weapons like Crypt Blacksword' also occasionally, very rarely an aoe type spell is useful because the enemy is big enough to take a lot of hits. That's it. It sucks.
I am now going to list how I would start rebalancing the damage dealing spells taking in the following factors in the given order for stat adjustments.
Basically we should first take into account the risk factor of the spell when it comes to casting it. Similar to how parries are more risky to execute compared to rolling, but leave the enemy vulnerable for critical hit.
After we have figured how safely a spell is to cast or have hit its target, we should focus on what the spell should do. Harder to cast spells in general are going to be harder to utilize, so the reward for landing hit with one should be more rewarding. For example there is no reason to cast a really risky spell like Rock Blaster if it is extremely risky, costly and weak for what it does. It could have bigger AoE or it could do more damage, maybe both. Eitherway it isn't the safest bet to cast in middle of enemies and is really expensive FP wise for what it does.
And lastly we should set the FP cost when we already know how effective the spell is going to be to match the performance. It kinda makes sense that spells with longer cast time would have higher FP cost, but the high FP cost is meaningless if the power output doesn't match the FP cost. It also makes sense that some spells would specialize in burst damage, so they can have higher damage in a short cast time, but weaker FP efficiency per damage. Crystal Barrage for example could have some potential use if its FP cost was next to nothing as long as it would do more damage than glintstone per FP even if its range, casting safety and damage per second was inferiour.