Quote Originally Posted by Shurrikhan View Post
It is when you have a Bard... Even when healers aren't dpsing, it'll be worth the 50 potency for me to put up RoD before the next random target ability if and only if my melee dps are merely flank-capped. In my suggestion, that'd be an extra 4% secondary stats, not spent in accuracy, for the OT, healers, and melee dps, just for my 50 potency. I'd call that an option.
It's literally 10-20 points. That's not 4%. I'm currently sitting at ~1600 stat points added to my character at i222.

586 Det - +368 points
1003 Crit - +649 points
655 Sks - +301 points
660 Acc - +306 points

Moving 10 points from accuracy to crit so I could drop to the flank cap is a 0.6% gain. That's called negligible and makes it pretty clearly obvious that melee should just be stacking the acc for whichever side they're required to be hitting, rather than rely on a Bard to use their evasion reduction skill every time I'm gonna have to poke the face. In A6S, on Blaster (the very first boss), I need to be hitting it in the face consistently for a rather substantial time in order to properly handle mechanics and not wipe the raid. Every single time the Bard has to sacrifice damage so that I can not miss for those periods is a dps loss for the Bard that would otherwise not happen if the melee would just carry the appropriate accuracy.

Not optional.

As is standing closer to hitbox center and holding the GCD for a quarter second's movement, especially when not in a tight window (excess SS) and in a fight in which I'm going to run out of TP without Paeon/ProRook/Goad anyways.
Holding the GCD is a bigger dps loss than pretty much anything else. That would be a larger loss over the course of the encounter than the 0.6% stats you shift into Accuracy so that you don't have to hold those GCDs for 10-15s while handling mechanics that require you to stab the enemy in the face.


Basically, you and I have very different definitions of "optional." While you consider it "doing sub-optimal things" I consider it "doing something equally optimal."

The stats themselves suffer from imbalance and oversight, and their direct effects exist only among a few classes.
The comments on sks/sps are pretty spot-on, but none of that addresses the point that I was making. Accuracy is right now the only stat that actually requires thought while gearing out. I'm aware that everyone keeps saying that the stats are bad and this is the issue, and I'm not disagreeing with that. I'm just saying that the people shouting to get rid of Accuracy without offering any sort of alternative means of making gear progression interesting and varied are completely missing the point.

Though, the argument about TP holds no water in the current raid tier, as there is currently no situation where any Job should be starved for TP unless they're shit at managing their own restoration abilities. Even in A6S, I spam Ring of Thorns on the Blaster Mirages and have yet to encounter even close to TP-Zero in that encounter, while maintaining 1700-1900 dps through the end of that fight.

The other issues lie in the class designs themselves. Only two classes in the game actually give noticeable effects to anything but rate of attack, and the latter is debatable. Archer's have River of Blood, Arcanists have their on-pet-crit proc. Everyone else simply finds that they parse a bit higher overall the more they crit, with zero effect on their actual gameplay. And then there's Det....
Higher stats absolutely have a noticeable effect. Just look at your numbers when swapping gear around. Every Job gets noticeable effects from the various secondary stats. You need large amounts of them to get anywhere, which would be an issue if we weren't getting them by the hundreds right now.

Determination brings a very noticeable degree of consistency to your output.
Critical Hit Rate brings a very noticeable increase in the frequency of critical hits.
Skill/Spell Speed brings a very noticeable change in how quickly your gcd spins.

Every Job gets these benefits. The thing is that every Job gets different bonuses from each of them, based upon what their optimal rotations look like and (in some cases) how the stats interact with their skills.