The problem with guides is that they're often designed for target dummy conditions. So while you can memorise and practice the rotation if you're completely lost, unless you understand the rotation from first principles, you won't be able to adapt to more complex situations. Do you know why the moves are listed in that order? Do you know their potencies? If you're playing at a slightly higher latency and you clip at points, can you adjust the rotation to adapt to it?
To be fair, some guide makers try to account for this and create a number of case scenarios. Use this opener if you're MT. Use this opener if you have a NIN. This can become quite dense to read. Ultimately, the guidemaker ends up learning more about their job from writing the guide than the novice player does reading it.
There are things that we sometimes take for granted when explaining a subject. What's the function of an oGCD? Which skills are oGCDs? What is DoT clipping? How do DoT ticks work, and how do I calculate the potency loss from clipping? DoTs are an important element of every job, but I've only seen one job guide (for SMN) actually explain the math behind it.
This brings me to another problem: math. There comes a point where you need to put the guides aside and figure out for yourself how the potencies trade-off. Most of this is just napkin math involving simple addition and subtraction, but quite a few people find this daunting.
There's a lot more to dps than the sequence in which you press the buttons. 20-25% of your overall dps as a tank or melee dps comes from auto-attacks. If you're not physically glued to a mob all times, you're losing a substantial chunk of your dps, regardless of your rotation.
When a mechanic comes up, you can see players' attention immediately shift to the mechanic. Suddenly, dodging or moving to the correct position takes the complete focus. Buffs, debuffs, and DoTs are dropped. Contact with the boss/mobs is broken, and dps drops. This is partially from lack of exposure, and partially from a fear of screwing up and wiping the raid.
But mechanics need to stay in your peripheral vision. You know exactly when it's coming. You can see the AoE markers appear, but it's not time to move just yet. You know exactly when the mechanic happens, and you leave at the last possible second, and come back to the boss at the earliest possible moment. This is especially important for jobs with very high APM, such as NIN and DRK, where you could be losing two attacks to other jobs' one. To play melee well, you have to be absolutely relentless. Guides can't really teach you this, but watching and playing with players who you know are better than yourself can.
In fairness, the auto-attack change in 3.4 was partially designed to address some of the performance difference resulting from differences in melee uptime.
DPS is a good way of assessing your overall performance and tracking your progress over time, but it's not particularly useful for actually getting better. Some people look at it and get discouraged, either giving up or getting angry at the system. Others pat themselves on the back, and use it as an excuse not to push themselves harder. Other metrics, such as DoT/buff/stance uptime are much more beneficial to making improvements. These all indirectly reflect in your dps, but they actually tell you where the loss comes from. I feel like this is feedback which can be provided to the player without their peers becoming overly judgemental.
The main challenge isn't recognising that you've made a mistake. The main challenge is in figuring out where it was made, and how to fix it. That's why some players continue to improve while others stagnate. They're just good at self-assessment.
EDIT:
@Duelle:
The discussion regarding PLD is linked to that thread we referenced earlier in the discussion "Four Ways to Die". Truth is, the idea of tanks maximising their damage output is not a new idea in this game. WAR OTs were experimenting with pentamelds as early as first coil, and it was well accepted in the community. It only suddenly became a "problem" in Gordias, when there was suddenly (gasp!) a legitimate alternative to the MT slot. There were a lot of MTs who had become entirely too comfortable playing in a style which was extremely sub-optimal, simply because expectations were low (who cares about their dps, they're just the MT) and non-tanks didn't pick up on it. When MTs were suddenly forced to change because dps checks got tighter and people finally caught on, they lashed out against it, which is really what that thread was about. This may not be you specifically, but I cannot bring myself to respect that kind of behaviour. We need to be challenged. We need to be accountable. We need to get better.
People tried to make DRK into a lot of things that it wasn't, based on whatever preconceptions they came in with. I'm personally delighted with how it turned out. Weapons are generally either one-handed or two-handed, so outside of a three-handed weapon user, it sounds like you were against the idea of another tank. I find MT interesting, but outside of very specific fights, PLD's gameplay generally doesn't cut it for me. I learnt to MT T9 on WAR during initial progression because I was desperate to find an interesting alternative, even though I have a preference for the sword aesthetic. I'm sure that there are other tanks out there who enjoy playing specific roles, but the playstyle that they're looking for doesn't exist yet. That's why we get new jobs every so often. Attracting non-tanks to the role is a bit of a bonus on the side.
You talk about tanks "pretending to be dps" disparagingly, as if they're sacrificing their ability to tank by outputting more damage. The thing is, because they know the damage patterns of a fight, they can do this without sacrificing their defensive capabilities. You only need to keep your shield up all the time if you don't have any idea when the damage goes out. True mastery of the fight comes when you know the damage patterns well enough to understand when this is necessary and when it is not. They do more dps because they mitigate more effectively, not because they sacrifice it wantonly.
I suppose I've tended to gloss over some of the things that you consider to be critical because, if you don't do those things, you can't tank (price of entry). But most of those things are significantly easier to do when you don't push yourself and play extremely safely. You can play with 100% Shield Oath uptime and mitigate tankbusters even if you know nothing about the fight. Some players may still struggle with it, but it really is the bare minimum required to clear. The skill ceiling is much, much higher, and that's what we're talking about.
If this doesn't fit you personally, then don't take it personally. Not everything that I'm writing is directed solely at you.


Reply With Quote





