With 7 99% players a job with 0 dps would be able to complete hardest content.
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R.I.P. dancer
you said "purple is necessary to beat out green" green does not imply 49,99% and "purple" doesn't mean 75.00% (theres also still the around 370 dps these hypothetical blm in this scenario has on the monk), if you want to go that route than a blm at around 63% is the point where it would "beat out" the green monk as it would pass him by like 1 dps, so "middle of the pack blue compared to "absolute top of green" thats a lot different than "purple to beat green"
A repeat argument in this thread is that:
Ranged are unaffected by mechanics.
meaning
Melee/Casters are affected by mechanics.
meaning
It's easier for average ranged players to get higher dps during these times.
meaning
It's harder for average melee/caster players to get higher dps during these times.
meaning
Average ranged players are doing relatively higher dps than average melee/caster, and this should be considered for balancing.
This argument is extremely unfair. It's assuming that average ranged dps are performing perfectly at all times. They aren't. These players still have to perform their rotation correctly, and they are in average rankings because they don't. They make mistakes. They get distracted by mechanics. Getting distracted by mechanics is exactly the same reason that average percentile melee/casters don't maximize their uptime. The potential of a ranged job's rotation to remain unaffected by mechanics (instead of being paused for 1-2 GCDs or saving a mobility cooldown) is not the same thing as potential performance.
Arguments where ranged are framed in perfect scenarios and everyone else is given tons of leeway do not make good cases for balancing ranged tax. Ranged tax should be balanced around potential uptime, which it is currently very far from being.