It's not a buff it's a qol. You gonna lose from 40-80 potency not doing right position. Please read.
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https://i.gyazo.com/15a4dfa397c5c885...e39eb99a2a.png
Source: https://www.fflogs.com/statistics/17#boss=46
Another source with more data with more figures: https://www.reddit.com/r/ffxiv/comme...notes/dlbeths/
SMN complaints have never been about DMG, but more about its lack of fluidity and how playing it feels clunky. Similar to DRG complaints.
Excuse me, but what is the point of looking for that one specific instance where Summoner is better than normally?! Fights have different mechanics to them. Fights heavy in short-range AoE will lower melee DPS without affecting ranged DPS, for example. Similarly donut-shaped AoE's will do the reverse. Then there is the amount of dodging that affects cast times etc. That's why looking for specific fights at specific percentiles is just pointless.
What matters is the top and bottom, as in, the "I can't suck any more than this, so this is the minimum you'll get from me" and "I'm nigh perfect and this is the peak of my abilities" results, across the varied bosses that are relevant.
And that's this and this.
I'm pretty sure that the summoner complaints were about all sorts of things. It lacking fluidity and feeling clunky is a problem in how enjoyable it is as a class, but that have zero to do with raiding. Even the least enjoyable class with the worst possible fluidity would still be heavily used if it was simply a powerhouse. Damage is on the other end of the spectrum. That and utility is all that matters in raiding. A class that excels at these things will be heavily used, but that won't mean it will be popular outside of raids if it is not enjoyable.
So yes, people DID complain about damage AND the fact that the class is no enjoyable to play both. That's because it is a "DPS" with minimal utility. It should show greater numbers than utility-DPS like Ninja or Red Mage, because it doesn't offer much beyond in normal run (and no, Resurrection itself is something useful, but ideally it should never be needed).
Why is everyone ripping on the SMN buffs. Obviously this was a quick fix and SMN does still have many issues. But what everyone is overlooking is that it's 10 potency PER TIC. That's 400 additional potency per minute. Not only does this help ST, it helps make Bane suck less too. You basically get an additional Deathflare worth of damage per minute.
Well. I think with these changes, I may finally step away from MCH. Don't get me wrong, these changes seem to be an overall DPS increase, but I'm one of the few who enjoyed 4.0 MCH a lot, who felt that it may need just some numbers tuning and less punishment, as the system seemed to punish itself. Instead now we have...this. If I wanted to have another build-up-to-super-mode DPS, I'll finish leveling up an RDM. I'll play around with it later, but...yeah, I think I'm gonna go back to my old main of bard.
Bit late to the party here, but that is not what the 'eyes' are about. For starters the gauge only has a single eye on it, which gradually opens. Each time you use Mirage Dive you attract the gaze of the first brood. The first brood was made up of 7 dragons, 3 of which are dead (Bahamut, Ratatoskr and Nidhogg), and 4 are alive (Hraesvelgr, Tiamat, Vrtra and Azdaja). When you have attracted the gaze of all 4 remaining dragons your own inner dragon power can be unleashed.