Quote Originally Posted by Kaimishi View Post
I didn't even look at potency since it's not really what matters here. What matters is the flow and the design. It also is completely new to ff14 - no, bard is not even close .
Nothing here is new. It's either already present (i.e. stolen) on other Jobs or just ridiculous attempts to make sure the Job covers every element of the game. It has every source of damage steroid, a tank immunity, can raise more people at once than 2 healers combined... AND it has CDs that can sync with the meta Job's raid buffs? Wow, it gets to be like SAM in terms of damage AND like NIN/DRG in terms of raid utility? Totally not a broken design concept in light of how SE sets up Jobs in this game.

if you take out the dots damage you way wanna need a compensation elsewhere (-20% dmg)
Well, you start by not reducing the Caster damage GCD suite to just a Ruin II at 50 potency, and instead spread that damage out across the existing kit OP claims to be retaining the flow/design of (because removing Ruin III, Ruin IV and Tri-bind and nerfing Ruin II to even below 2.x damage is certainly preserving the Job design). Instead they went for the cheap, lazy solution that all bad Job ideas resort to: throwing in nonsensical damage buffs and utility at it

I assume that's the reason for all these potencies.
I doubt the OP his/herself can explain their reasoning behind the potency values. They were quick to preface the thread with 'I'm not a theorycrafter blah blah'.

Maybe that would be nice to calculate the expected potency on like 3 min without raid buff.
That's on the OP to dig into. However, they did say that they're not a mathematician so I wouldn't count on them doing so.