Originally Posted by
Shurrikhan
The funny thing is that if they still designed fights at least occasionally to offer features of indirect (not directly calculable) advantage (think Cover, etc.)... then there would actually be more to the game than just rDPS and aDPS.
But, no, they decided to trim the game down and down to literally just damage and whatever as directly and reliably as possible converts to it. (And it's not even a kind that differs "burst" from "sustained" except in that "burst" damage also does more damage overall, since there are no advantages to the less bursty jobs, nor particularly threatening short-term DPS checks to feature "burst" jobs despite any total damage advantages for the "sustained" ones. Given that, what other course would the community have reasonably taken?)
Now, why we somehow fell to the point that just because rDPS became the default metric (wherein party-independent comparisons become harder to make between buffers instead of between exploiters [the "selfish" jobs], instead of the inverse, and equal rDPS exploiters could still provide greatly significantly contributions to total party DPS [see the difference previously between PLD and DRK on their neck-and-neck fights/parses]) it became the only one that people cared about when aDPS, too, was right there to help inform the fuller picture... idk. That takes a special kind of self-imposed ignorance, especially for any claiming to be interested in that degree of optimization.