If DPS do their jobs right (do more dmg than a healer or tank), they will get rewarded with 100% tomes
Nah, don't like this. During the Zodiac weapon runs, if you were dead when the boss died, you get no credit. Imagine if you died because the healer was focusing too much on DD'ing, or as a DPS, you lagged and didn't move out the AoE. Then, they healer raised you and you died again after you got up. Or you died, and the healer didn't have enough MP to raise you while the DPS people continued to beat down the boss....
She's not talking about a system currently in the game. She's talking about a theoretical system where the healer, and only the healer, would gain bonus tomes under certain situations by applying high DPS while keeping the party alive. Under those situations, it doesn't seem as open to abuse, so I'd actually like it, but conversely, under that system, I'm curious how you'd reward DPS that perform exceptionally, as well as tanks.
the term is not really new
But maybe not as old as 1998
http://reportsfromthefield.com/wp-co...olytrinity.jpg
For MMOs it might not be old.
I first encountered the concept in role-playing dungeon instances in college 40 years ago.
It was a lot looser then, and 'tank' wasn't really a role so much as the fact that the heavy metal group [aka those who wore Plate] were always up front and close with the trash/boss, while the squishies [aka those who died easily when hit up-close] were casting fire bolts or firing arrows from afar. Healers [clerics] generally belonged to the heavy metal group and we could DPS for sure.
The heavy metal group had a job to contain the monsters and prevent them from running at the squishies, while the squishies had the job of wreaking as much havoc on the enemy as possible. Clerics, um, we bashed and blessed and cured as necessary.
I like to think there would be fewer arguments if healers in MMOs still belonged to that heavy metal group.
How about a Gold/Silver/Bronze medal system based on individual contribution - which would affect exp/gil/tomestones rewarded from both drops and the roulette.
It would take into account Damage Taken, Damage Dealt, Damage Healed
Therefore, if a healer cannot DPS and must heal more due to people taking extra damage, they are not penalized. However, it would encourage a healer to DPS when there is little healing to do.
It would encourage DPS to maximize their damage output, as they are generally not healing
It would encourage tanks to first focus on damage mitigation, and then on damage dealt
That said, each criteria would be tuned per role. Like taking 20k damage to the tank is not much, but if a DPS takes 20k damage throughout, that is not so great.
Good DDs don't actually take that much damage over the course of the run.
Truth is, there's really no way for this to, as you said, "be open for abuse." DDs reach damage totals that healers and tanks are incapable of reaching if they actually try. The issue with dps classes getting beaten by healers and tanks on the parse stems from the DD players not caring enough to try while the healer/tank is pushing the limits of their job