I figured this would be a relevant topic for discussion.
Personally I think the "Jump Physical Attack" modification is rather weak. Since Jump and Spirit Jump are limited by the same timer (50ish seconds) this bonus is underutilized. Additionally, +attack doesn't change much considering Spirit Jump(the more frequently used version of "Jump" ) already has an attack bonus. Even when maxed out, the effect of +Attack on Spirit Jump/Jump are not very noticeable and do not really help DRG's damage in the long run. Martel calculated the following:
So +30 attack on an ability used every 50 seconds(unrealistic to execute it perfectly every 50 seconds exactly by the way) is 0.228DPS. An average of +12 damage on Spirit Jump. Now compared to Hasso, which is +10STR(maintained fulltime basically), and eventually +30STR when the cap is lifted to 30 not only affects every auto attack but also affects every weapon skill; whereas the Jump bonus only works once every 50 seconds on an attack which can miss.12. 12 points of avg damage.
That equates to 0.228 DPS, assuming perfectly timed jumps...
After all the massive grinding it takes to cap out a job point, we get +0.228 DPS.
Possible solutions: Change the bonus from "Jump: Physical Attack+" to one of the following:
1) Jump: DMG+
2) Jump Damage + X%
3) Jump TP Bonus
4) Jump: Store TP + X
5) Jump: Double Attack + X
The difference between 1 and 2 is as follows. DMG refers to weapon damage similar to the Spirit Surge Job Point bonus. Each Job Point bonus for Jump would be like adding a certain bonus to our Weapon's DMG rating. Choice 2 would be a direct percent increase to total Jump damage. So a Jump that would normally do 500 damage, with Jump Damage +10% would do 550. Any of these would have a more noticeable effect on enhancing Jump. Jump Physical Attack bonus(the current job point bonus) is so negligible it's pointless.
Moving forward, when the next batch of Job Points come around, please, please, please do not give us High Jump Physical Attack or High Jump Accuracy or anything of the sort. Please give us a bonus that more directly enhances the damage or TP given as he primary function of jumps for DRG is to increase weapon skill frequency through bonus TP.
As an addendum, the Fly High bonus attack is just as pointless. The SP2 lasts for 30 seconds. Every time a Jump or Weapon Skill is used, there is a 2-3 second Job Ability delay in which no other Jump can be used. Due to this, there are actually fewer Jumps that can be used in 30 seconds than one would assume. Instead of a +attack for Jumps during 'Fly High', could we get a +Duration increase or something?
The other job points(Spirit Surge and Ancient Circle) are acceptable as is.
Finally, since DRG has so few traits and Job Abilities that could conceivably be enhanced in the future, here's a list of potential Job Point categories that would be useful, along with a list of Job Point categories we don't want to see:
List of useful potential Job Points:
-Jump DMG
-Jump TP Bonus
-High Jump/Soul Jump recast reduction
-Super Jump recast reduction
-Steady Wing: Damage Taken -X%
-Spirit Link: Dragoon loses less HP when using Spirit Link
-Call Wyvern: 10-15 second reduction to Call Wyvern timer per upgrade
-Physical Accuracy Bonus(RDM and WHM got Magic Accuracy Bonus)
-Wyvern Haste
-Weapon Skill Damage%(since DRG does not have a "stance JA" to be boosted through Job Points like Berserk or Hasso, we could use some kind of Job Point boost to our damage output that isn't contingent on a 60-120 second ability.
Categories we don't want to see:
High Jump Attack Bonus
High Jump Accuracy
Wyvern Accuracy
Wyvern Attack
Wyvern Defense
Wyvern Magic Evasion
Pretty much anything related to the Wyvern as nothing you can give us through job points could make Wyverns noticable stronger against powerful mobs without making them overpowered on weaker content.
Anything related to Dragon Breaker, it's useless on 95% of things.
Conserve TP; unreliable/unpredictable
Critical Defense Bonus enhancements(why did we even get this trait instead of Critical Attack Bonus??)
Spirit Link restoring more HP(it's already quite potent)
In sum, Job Points are a good opportunity to strengthen DRG as a damage dealer but I fear the way SE is going about it is lackluster. +Attack on a timed ability at such low quantities won't result in much of a damage increase. Perhaps if it was +3% attack per upgrade there'd be a difference, but when bosses and NMs have 1500-1700+ defense, adding +30 attack to a 60-120 second ability is tantamount to nothing. To compare, Samurai will be getting +30 STR added to Hasso when the cap is raised, (which is a 250% increase since it already gives them 12STR) a self buff JA that can be maintained full time which also gives them 12% Attack Speed and 10 Accuracy and 10-15% Double Attack. STR which affects not only every one of a Samurai's attacks but also significantly increasing their WS damage(heavily based on STR). There is a huge disparity between one job getting virtually a +30STR full time bonus and another job getting +30 attack on one hit every 60 seconds.