Originally Posted by
AmiableApkallu
5 choices for melee * 3 choices for physical ranged * 3 choices for magical ranged * 6 tank pairs * 6 healer pairs = 1620 possible seven-person party compositions with one player per job. Multiply that by… 4, I think, to get the number of eight-person party compositions? Anyway, I doubt SE is devoting the resources to exhaustively test that many combinations.
They're taking shortcuts, and it's not difficult to imagine how it might work to set the DPS check:
1. They start with the internal testing team's DPS with their chosen party compositions. They have some expectation for how players of some certain skill level playing those same compositions compare to the testing team, so they take the testing team's DPS and shift it up or down to get something appropriate for the players.
2. They then take into account that some party compositions will naturally perform worse than the ones they used in testing, so they shift the DPS down to accommodate those less-performant compositions.
3. They then take into account natural damage variance and shift the DPS down to cover some not-small range of that variance.
So, it doesn't matter how well SE understands job balance (2) and damage variance (3) if they start from a bad baseline (1) because they misjudged where the players would land relative to themselves, which can happen when their testing team's performance improves unexpectedly.