Been a few days since I started it, and I have one thing to add based on the general opinion. I'm talking about OUTSIDE crazyexpanddamagearea. I've wanted direct damage since the job was first implemented. Yes, the samba idea was mostly for elementals, as farming them can still take a while even on the low-level ones. And I can easily justify 50TP for 400~ damage over a WS for a LOT more if I need TP and I also need to deal damage for a faster kill or to hold hate.

As for the COR thing, no. I can't even see that. COR is by far a better buffer and support DD (without atmas) then DNC could hope to be. DNC buff is restricted to drain, aspir, and 5-10% haste, as direct buffs. And you could argue our debuffs act as buffs, but you can argue that for any debuff =P. If Quick Draw is what you are referring to, it has added debuffs my ideas don't have, as well as increasing potency/duration of other debuffs. My idea actually stems from NIN, as evidenced by the step debuff's reducing the next element. I was thinking damage would be similar to Violent (a standard attack), but with added damage based on CHR. Steps were meant to be weak in my idea on purpose, which seems counter-productive to my argument of more damage potential, but fits the general premise that Steps are more debuff than anything else.

My biggest hope was for Stomps, making us melee nukers. Cure spells can damage Undead, and they added where we can cure anybody, it just seems like the next logical step. I like the thought of spending my TP in more ways then: Step, Samba, check step recast, Step, repeat, Cure when needed, "Oh snap, my party is totally fully healed, I'mma WS!", Reverse Flourish to get it back.

Bio/Dia fit DNC as a debuffer really well, the only toes I can see it stepping on are RDM who 5/5 Bio3 (which is 8/tic, mine is 3/tic with a 1min duration unless constantly applied and it only caps at 7/tic. Plus, I'm pretty sure the reduction is WAY less since Bio is percentage-based).

This can extend to other jobs as well, BLU could benefit from a weak and relatively free TP feed that doesn't eat at their MP. Most jobs would probably like the option of no-MP nukes on a sub when soloing. Link that pet/elemental and need a quick kill without burning 100+TP on a WS? Nuke it, then cure yourself right afterward, then get your TP back fighting the master, if it didn't die you can repeat without putting yourself in legit danger of death. The idea makes Dancer a more viable solo subjob, just like Dual Wield did, and most likely the way SE intended the job to be (like SCH is powerful as a main, but is also a fantastic sub).

While the idea of killing things that are hard might be foreign to most new people, I'm sure all of us can remember a time when an extra DoT woulda won the NM or BC, or you were sitting on 300TP in a party and your best damage was 600 from Dancing Edge. My idea makes the job overall stronger, without overpowering us in the roles we already play. WS damage will always be better of course, but that doesn't stop us from inviting BLM to Abyssea (unless you only invite them for Azure). And, as a caveat, DNC couldn't ever replace BLM as nuker just like they can't replace WHM as healer. These dances wouldn't give lights outside Pearlescent, and wouldn't come close to a well-geared BLM's nukes (as intended, they are supplemental damage after all).