Yes, the advantage should be attacking out of AoE range, except with how low the enmity cap is compared to how much damage a DD can do in abyssea nowadays (and to be honest even out of abyssea towards the end of the 75 cap time), it's completely irrelevant. Even with our lower damage we will still cap enmity within 5 minutes in a long fight, and after that every action will gain the mob's attention and move it towards us (the same way as with a capped enmity melee, the mob spins towards him every attack round said melee makes if he keeps his CE capped) except the mob moving is unbenficial to everyone, tanks and/or melee DD, and as stated, if the ranged DD stays in melee range to stop the mob moving he suffers a significant penalty to his damage.
The fact that it can x3 and x2 proc is another point in the weakness of ranged attacks, not only do melee get haste (the single biggest factor to damage in the game) it also gets the affects of triple/double attack as a damage possibility on it's WSs, whereas rng and cor get no benefit of double and triple shot on their WS, and also have no easilly accessible mage spell for 15% snapshot like the mage spell for 15% haste.
My damage point on the weakness of /ra was based on a simple mathamatical point, and excluded the fact that ranged and corsair gets boned by the weakness of double/triple shot/snapshot compared to double/triple attack/haste.
Let's pretend ground strike had a 5.00ftp acc with TP and spinning slash had a 3.5ftp and crit with TP. Which would you use in abyssea? With all the crit rate/dmg+ atma, obviously spinning slash. Any math guru from BG could prove how it would be stronger, yet in reality if those 2 WS were ranged WS (which they are, I just compared slug shot to heavy shot) then they both come about about equal. Critical hits add absolutely **** all damage to your normal hit.
Even if you compared a RNG's Jishnu's Radience with an equally geared WAR's Ukko's Fury (Comparison: 1.75+1.00+1.00 ftp, 60%dex WSC VS 2.00+1.00 60%str fsc) which for anyone arguing about the WS comparison earlier in the topic is a much more accurate comparison, then RNG's WS obviously falls behind.
Ranged attacks are weak. And it's only partially because of the lack of haste's affects on ranged attacks, and it's only partially due to a weaker set of WS compared to other jobs. It is mainly because the damage is calulated differently (the STR:VIT function and the cRatio function, among others are calulated differently) and puts it too far in favour of melee jobs for the amount of ammo and the inneffectiveness (with the low hate cap) of distance attacking combined with the low damage.
Ranged attacking is broken. Anyone who was unhappy with my original Blade: Hi vs Heavy Shot comparison should look at Jishnu's Radience vs Ukko's Fury.
J's R VS U's F:
J's R: 144 Base Damage + WSC (60%)
U's F: 131 Base Damage + WSC (60%)
If you concider no double/triple attack procs and assume 100% Accuracy, you're looking at a 3.00ftp WS with a 131DMG weapon vs a 3.75ftp WS with a 144 Base Weapon. They both have the same WSC percentage, yes STR is more convienient that DEX when gearing your WS set, but that alone is not enought to offset a 0.75 higher ftp and a +13DMG weapon, even if the melee WS couldn't double or triple attack, except they can so they pull ahead even more.
There are many enmity-based problems with ranger, but those are not for discussion here, have a peek at the ranger forums if you give a damn. This topis is about the imbalance of the ranged compared to melee damage calulations, which are rediculously unfair. Yes, ranger should pay for it's out-of-AoE-range damage, except as I stated the hate cap is too easy to reach and with no way to llower hate for both rng and cor, the whole attackign out of range thing becomes irrelevant as once you hit the hate cap the enemy will turn to you at every shot or every high-VE job ability.
This is another bump, and I will keep bumbing and discussing this point untill a mod or dev or anyone actually acknologes this topic.
The situation is just like the 2h vs 1h problem from a few years back, the only diference being that sweet all no-one plays ranged attacking jobs and so the problem has never been brought into the limelight. But now that we have this public official FFXI forum, it's time.
Ranger and Corsair both have their own problems, but all of those are in the shadows compared to how weak ranged attacks are and how worthless attacing from a distance is with the low enmity cap. Ranged damage needs a huge fix, ASAP. There's a reason sweet all nobody plays RNG and COR: The dmg is terrible for the price of ammuntition and our DD role could be better filled by a BLM. Cor's have Rolls to fallback on, RNG have sweet EffAy.