Everything in this patch was easier than they could've been.
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Item level 220 SMN with bad rotation: https://youtu.be/308admiAz7g
Sephi weapon (i220), everything else prototype midan (i220) except one unupgraded lore ring (i230). No melds. No food, no potions, bad rotation and some mistakes.
Its not out of context. Your understanding was wrong.
If you would mean absolute damage numbers, you would be correct. Example: A mob has 1kk life and one is doing 750k of damage, the other can only do 250k damage. Correct.
But we are not talking about absolute damage. We are talking about damage per second. Thats a huge difference.
Back to the above example: both can do 1000dps, 1500 dps or 2000 dps, which would result in both doing 500k absolute damage out of the 1kk lifepool, till the mob is dead. Its just the amount of time, which would be different.
That's weird and doesn't make sense.
In a real situation, They're both hitting the target at the same time. So they would be hitting 1000 DPS for whatever time it takes the target to die.
In your MNK and BLM comparison.
The only difference there is the way their damage is done, The MNK damages in small hits while the BLM does a big hit in the end of a cast.
So yes, If the MNK is strong enough to kill the target before the BLM finishes the cast, then the MNK will have a bigger DPS than the BLM simply because the BLM had 0 DPS.
But in savage and current raid content that will never happen. As there is ample time for both to do DPS.
One question though, what mob in a dungeon dies to a MNK before a BLM finishes their cast if they started at the same time?
Your point is not being misunderstood. Total damage in the end will be slightly different depending on DPS contribution.
There is a finite amount and certain DPS classes with slightly higher encounter ceilings will make up a larger percentage on that.
However, that doesn't exclude the fact that there are such things as low and high dps thresholds for each class/job.
Whether looking at total damage or a fraction of it (damage per second), the result is the same. Low damage (DPS or total) is typically a result of a bad rotation, bad mechanic handling, or a sad combination of the two.
I still can't get a clear for Nidhogg EX - the learning parties I join never get past the adds because of the DPS checks and mechanics (mostly I think it's mechanics) but there's always 1 add left alive before Eggnog fires his "F-U beam of rage"
I don't have, nor do I want to join a static because I don't have the time committed to getting on at certain hours due to my career and the fact that my marriage comes before a game and I don't like people raging out and yelling at others because of a wipe or something dumb like that. I joined this game to escape that mentality but unfortunately it has been seeping its way into this game.
I could pay the 30m for a group to clear me, but it defeats the purpose and I want 2 weapons from that dungeon and nothing more. There's no guarantee that any of those weapons will drop in the fight. I'd rather learn and clear the fight and get good so I can eventually do farms and help others in my situation learn the fights as well. It's just that it's too bad we are dealing more with an abundance of rage quitters and elitist players. So I guess that my problems are Elitism, laziness and raging players who blow a head gasket at literally nothing.
There are "learning parties" but more times than not (9/10) we'll wipe once or twice, have that one guy say "f**k this" and then rage quit, like they were expecting to be carried and this was gonna go down seamlessly. My Blacklist has seen more aforementioned players these days than any gil sellers. At least when gil sellers spam you, their automated messages are more pleasant to read that some of the venomous rhetoric as of late...