Drain seems to be very easy to resist these days, though.
It does, that's come out very strong in the analysis I've done. I'm going to expand the doc a bit to cover some side-by-side examples of various other spells to find out if this is just for buffing spells or sytematic across the system.
Well, Drain stats are essentially where they've always been. Or could get to reasonably quickly after play starts. Drain stat +4 + Willpower +4. Indirect Combat spells are doing base damage 3 for 5 base drain so arguably are F + 2 Drain code so drain is higher per damage dealt. But target's Soak is lower so more of it carries through. Direct Spells I feel are mostly a wash. No limit in 6th, 5th normally you'd be going with Force 5 or 6 so the drain is basically the same. But Direct spells are resisted by 2 stats now instead of 1, however with Amp Up all mages basically have "Witness My Hate" PQ.
SR5 had Reckless casting so two spells per turn was always an option out of the gate, for a higher drain code. SR6 mages can get there with +2d6 so Jazz or a sustain does it.
Overall my feel is that Drain per Damage is a little higher and the damage ceiling has been considerably lowered. But Multiple casts are now easier so Machine Gun Mages should be able to clear tokens like crazy without dropping themselves.
Good old Chaotic World seems about the same. SR 5, cast at Force 6, 6m Radius, for 6 Drain. SR 6, increase Radius to 6M is going to be 7 Drain total. SR 6 it will be easier to combo an AoE Chaos and a Physical Barrier so that'll be funny for someone. IMO debuffs are basically a wash. They were the best subtle option in SR 5 IMO because you could stack Gravity Well, Vines, Bind, Foreboding, and a couple others. Basically pick two, Reckless cast and lock down the entire map. Let the team clean up. That looks like it will still work in SR 6 once more spells get published.