Its not a matter of hardness, but how you lack ways to react to situations while the sam has the tools to adapt to anything.
When you get bumped as a sam, you just charge back if you gcd is avaliable or if you canno run back before it's up again.
On a dragoon you j... oh sorry jumps are cd tied and tied to your rotation for eyes.
If the boss despawn, only your buff deplete and are tied to no cooldown. Sen and kenki remain. And you can even exploit downtimes with a kenki generator to compensate.
On a drg you loose timer on your botd which will have to be sustained throught a quick aoe combo (loss of dps) or a 5 combo long chain, meaning you cannot get keep botd iif the timer is close to expiration, or at best, you have to throw 2gcd refreshing it before even rebuffing yourself then going throught your debuff/dot combo.
Any time failing to enter lotd is a dps loss, any drop of botd is a dps loss, any hold up of geirskogull because of boss phasing and not wanting to get into lotd for nothing is a dps loss.
Just try yojimbo in kugane castle as a sam and a dragoon and you will tell me your impressions.
I guess the same goes for GL stacks, while tornado kick is a weak compensation for loosing them, any greed resulting in wanting to hit the very last moment can end with an even more punishment.
Sam dps is quite just paused during downtimes just like rdm, but highly dependant jobs to buff sustain aren't.
And that s not even about positionnal.
True but false in that current case.In an infinite encounternperhaps but generally speaking This is far from true.
If you take one cool down ability. Let's say kassatsu for a ninja for example has a 2 minute cool down. And then take a fight. V1s for example has a 9minute 40 enrage timer.
Best case scenario is you can do 5 kassatsus in that encounter. If you open with Suiton and hit your first pretty much straight away. You can do 4 more every 2 minutes.
Due to the enrage timer being 9:40 that then means you can delay all ofnthose kassatsu by a combined total of 90 seconds and it will not be a dps loss.
Your second mine might be 3 minutes. Your third another 2 mins 10. Your 4th dead on 2 minutes. And your last 2 mins 15 seconds.
Even with all those delays as long as you can still put 5 of them out before the enrage it's not a dps loss.
If your group was downing that fight in around 7 minutes. Then you can do at most 4 kassatsu And the same principle applies only now you maybe only have 45 seconds to play with but as long as you get 4 in that 7 minutes it's not a dps loss.
First : nin was not the point, as they only loose a mudra if they need to refresh their buffsn. Whoses duration is up to 70s which leaves a big margin.
Kassatsu is also used with TA so you can' really delay it except if it means no loss of use neither during a TA.
Plus : nin and mch are quite the downtime heroes, as their burst phase is quite independant from their gauge (not entirely true for mch but FT can cover it) meaning the more downtimes you get, the more time your burst phases will account for total dps.
Second : omega savage are 4 boss and done by a low amount of the total player base. While you probably play with a static and account every burst phase depending of the length of the enrage timer, other don't (including myself, as I don't play games to follow scripts. But that s a personnal way oftm thinking).
Ffxiv vary a big amount of activities including dungeon crawling, where the dragoon is more affected than during raids.
Edit : while it's worth calculating with a 2min cooldown, take instead a 30s one. 9'40 means 20 uses.
If you delay just half of them by one second. Just one. You loose 1 full use. If the boss despawn for 15s and your cd is at 10, you lost half the margin you had.
Now take a 15 s cooldown and math it. Theses calculations works well with long cooldowns because their delay is a low dps loss, or even no loss at all. But short cooldowns are more impacted by delay or downtimes.