That's not the actual conclusion because you are stopping one step short of the real reason why any of what you said matters.
If a fight is shorter, the tank and the entire raid will take less damage. Why does this matter? With less damage taken, you lower the risk of something going wrong.
It's the same reasoning with pushing phases. Faster phasing usually means that you have a lower chance of messing something up and wiping (though there have been some examples of where phasing faster is bad).
The conclusion is more DPS in the current meta leads to more consistent raid performance. That is the actual point. It's about margins of success / failure.
I've said this in the past but just look at A3S. If someone accidentally hits the wrong had for too long during Equal Concentration, enough raid DPS means you can still recover. If one of your DPS accidentally gets damage down Digi for some reason, enough raid DPS means you can cover for his DPS loss. If someone dies from tether AoE or your DPS get linked with ferrofluid and lose a lot of up-time, you can still clear add phase with enough DPS. If you constantly miss your slows from ACC RNG or mistime a stun, you can still kill the add before they reach the edge with enough DPS. If your DPS messes up a ferrofluid pairing, you can still recover from the DPS loss of atrophy. If for some reason your LB build is slow in the fight, if you have enough DPS, you can still kill Liquid Limb in time to free your healer and kill the boss before hard-enrage.
In comparison, being tankier doesn't really help your raid as much.
This is the direct result of raid design making mechanics based on DPS benchmarks.
That's not to say eHP and tankiness can't be more valuable than DPS in the proper context. It's just that we don't live in that meta. If for some reason, sacrificing eHP led to tanks randomly dying 50% of the time to a mechanic and the added raid stability of DPS didn't outweigh that, then obviously you would not favor DPS.

Reply With Quote






