That doesn't really answer anything....at all..
So it didn't help SMN because people still would take a BLM over a SMN.
That's not the point of this thread.
Put group composition aside, I want to know how much this actually affects smn
I think this answers it pretty well, since the raiding scenario was the only content where smn mp problems mattered. This wasn't smn's main problem though, so I'm with Vivi here. In Order to make ppl not chose blm over smn by default the job needs a serious dps boost, and the ruin/ruin II mp adjustment only gave like +5 dps, while the real difference is definitely closer to like 50 dps. ^^ This is more of a problem in current content than it was in the past for two major reasons imo:
a) spellspeed heavy gear. It's true that spellspeed makes smn run out of mp faster while blm doesn't have to care about it, but the real issue is that ss as a stat just does close to nothing for smn damage wise. smn's main damage source is dots, and these are not effected by spellspeed, they are however affected by det and crit.
b) fights in fcob are very dummy'ish. Ever since blm got a potency buff it steamrolled smn in ST sustained dmg if there was close to no movement (aka T8). Smn was superior in movement heavy fights, since both egi damage and dots aren't affected by movement, dots even ticking during jump phases. With fcob being the final coil of dummy parse, this makes blm the superior choice dmg wise by a pretty big margin.
tl;dr: mp is not the problem, bards would very well play ballad for a smn if they would do actual competitive damage. melee's get paeon all day and nobody cares, because the damage makes up for it. What smn needs is a dmg buff, not mp.
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