Originally Posted by
Mikey_R
I think one of the key points you missed was burst potential, which I did gloss over, so I will elaborate here.
If we take a level 50 PLD, for example, it's AoE rotation is Total Eclipse > Prominence, for a total of 270 potency, or, 135 potency per GCD.
If we then get to level 72, and add Magic Circle, that would bring the total potency up to 470, or ~157 potency per GCD. We could reduce the damage from this combo by ~14% and it will do the same average potency. Ok, we are still in simple maths here.
We hit level 80 and get Confiteor, how do we balance against that? That is 920 potency, every minute. You could reduce it by the ~14%, and get ~791 potency. We are still almost 6 times as strong (3 times as strong for anything other than the main target) as the unmodified combo from level 50. But that isn't the end, we have the Requiescat buff up, I also have charges for 3 Holy Circles at 300 potency each (DM is 200 potency), which is something I didn't mention at level 72.
Level 90 we then get the rest of the blade combo, further pushing the damage up 400+, 500+, 600+ damage compared to Holy Circle, add in Blade of Honor at level 100 for another 1000 potency. The value of this burst just gets higher and higher. It creates a massive gap between the sustained damage and the burst damage. If you were to just calculate a flat % damage reduction on everything, you end up with weaker lows and still really strong highs.
We then have oGCDs, how do you factor in the extra damage gained by them? How about if it goes from single target (Spirit's Within) to AoE (Expiacion)? How about things like Kassatsu where you replace a 650 potency Raiton with a 1300 potency Hyosho Ranryu (which might actually be 1690 if it gets affected by the Kassatsu damage buff).
This is not a simple case of just reducing damage by a fixed %, there is a lot you need to consider that do not necessarily scale well that you would need to adjust for.
As for making the low level experience better, that sounds like a much easier task, especially if we consider many jobs really haven't changed that much since base ARR. PLD was always a 123 job with the only use for Riot Blade back in ARR was to replenish MP if you flashed too much. You were better off getting aggro, then rotating around the targets with your single target combo to keep enmity. Yes, there was Shield Swipe, but noone really cared for it, it wasn't even a DPS gain in ARR IIRC and I made use of the pacify in 1 instance, and that is Ifrit Hard.
Monk, same base combo, still have perfect balance, all Monk has really lost is Touch of Death, Blood for Blood and Internal Release (the fists were set and forget). Steal Peak and Howling Fist I think would get in the way at later levels due to Brotherhood, so making them low level Chakra spenders was a good move. However, we could also bring back the fists as low level riddles. Fists of Earth could just be the damage reduction, with Riddle of Earth giving the regen and Earth's Reply, Fists of Wind could be a 25% reduction to AA delay, upgrading to 50% for Riddle, Fists of Fire could be a 5% increase, upgraded to 15% for Riddle. Add in Celestial Revolution as an early Masterful Blitz for the Perfect Balance finisher, upgrading at level 60 to include the Lunar/Solar Nadi interaction.
With a couple of changes, we have made a solid Monk foundation for level 50. Balance this damage and leave it. Once you get to level 60, balance again, if you need to change potencies, make a trait that increases the damage. That then doesn't mess with the balance that has already been made at lower levels. Monk is a bit lean on things between 54 and 60, so you can put that trait in there (level 56) and make level 58 the upgrade to Fists of Earth to Riddle of Earth, leaving Earth's Reply at 64.
This job is now better at low levels, it has been built in a way where syncing down isn't as detrimental, it has all been balanced and ultimately, it is just going to be a better experience for the low level players as well. Considering this is one of the main complaints, that jobs don't feel fun at low levels, even for newer players. Take the time to improve it. Tey shouldn't have the rotations we have at level 100, they would be far too much, but they do need a solid foundation in order to build everything up from.