
Originally Posted by
Shurrikhan
If you can make that happen in practice in the given limitations, then kudos to you. Seriously.
Alright, I'm no longer tired. Lets try this.
Precision
is the selfish playstyle. It's for the player who focuses entirely on their own performance. They don't rely on others, they need only rely on their own awareness and reaction.
The "proc" works as follows: When you critically hit, you're given a "rear" or "Flank" trigger for 15 seconds. Within those 15 seconds, the next non-auto attack that strikes that side deals +X % damage, based on Precision rating. A character with no Precision rating beyond the default does not get this. The listed time I gave is this may happen up to once every 20 seconds.
This falls more naturally with Melee but due to varying amounts of positionals, getting the most effect out of it will require that quick-in-the-moment decision making. A Monk would probably want to utilize it on Tornado Kick, Elixir Field, Forbidden Chakra, or Demolish, a Dragoon on Chaos Thrust, Full Thrust, or 5th combo, Ninjas on Ninki abilities, Blackmagescandoitanywhere, Red Mages on combo finishers or Fleche, etc.
They occur often enough that to maximize its use it will be always on your mind, but you can only gain from it; Your gain just has variance depending on how you can fit it in. Contrasting Critical Strike and Direct Hit now, where you just stack it and forget. It is a layer of consideration. Primarily one that only occurs in combat, but is independent of the rest of the team.
This is mostly independent from the rest of the system with two exceptions: Tanks and Crit Scalars like Bard and Monk. To take advantage of it as a tank you'll have to know the boss's hit box well, and when you can actually move to exploit the opening outside mechanics, but, those are plentiful enough that a fair amount of the Procs should be easily attainable.
Bards would require a change in how songs work, else they could only ever take critical strike. That, however, is a secondary thought. You build more specific parts of a game (Jobs) from the more general parts of the game (Stats) and not the other way around. So while it is a cop out to say "Burds ned change", I'm not going to do a whole class write up on Bard just so I can discuss this thread more. "Burds need change" is sufficient enough a response.
Monk to a lesser degree. Tie Chakra to Grease Lightning generation or ability use instead of Critical, but again, "Munk ned change" is sufficient enough.
Haste
is a less selfish but still mostly player centric approach. More -everything-. More Cards, More Spells, More Leylines, More Punches, More Ninki, More Kenki, More Gauge.
Not much needs be said here, but the reason I chose Haste to instead do Auto Speed and Cooldown Reduction instead of DoTs and Auto Potency is that it expands who it's useful for. Currently it is really only good in spades on...two jobs? Black Mage and Samurai. Everyone else is so hung up buff timers and aligning stuff for maximum output blah blah blah blah.
I get it. That's the 'meta'. I know why it works, I know why we want to do it, and that's almost entirely why "But the buff timers" falls on mine deaf ears. We're not allowed to have any non-Crit Stacking Buff Aligning 8 Party Stacking Buff compositions. But you know what? I wouldn't mind having Whams, Sams, Blams, Monks, Dark Knights, Warriors, etc being able to be in the same Composition. All of whom who would directly benefit from -MORE- cooldown use. I'm totally fine letting Scholars and Asts and Ninjas and Dragonos and Bards and Summoners being over there lighting up the arena in Super Saiyan energy.
For everyone else, there's Haste and Unga Bunga'ing pumping out stupid amounts of potency that don't need no raid buff alignments (But we won't say no if it happens to be there

).
Determination
is a trap. I know it's a trap. I know why the people here think it's a trap. It's totally a trap. It'd require actual hard numbers to show why it's -not- a trap, as well as some tuning to certain defensive skills. (Samurai Third Eye says hi)
The consideration Determination adds isn't selfish. It is the play between player and the healer. Currently, non-essential healing is at the higher ends of Healer Play. You simply do not fill a GCD with healing if nothing lethal is on the horizon. The scaling as health lowers aspect divides your ability to utilize this stat between you and the healer.
You, knowing what defensive cooldowns to utilize, and the healer, trusting you enough that you will. Granted, there's an obvious thresh hold that you can't stay below and live, but that's the risk. Riding that line, getting a massive boosted heal to throw you into safety before being battered back into bloody pulp.
Conversely, Determination is the safest stat for Tanks, so while DPS/Healers fall into the risk reward scenario, for Tanks it is a level of added safety and constant bonus damage: Between major hits you're at some level of bloodied, so the scaling effect is always at play. Your defensive cooldowns are stronger and the healer's incoming heals are better. As you will usually not be at the ride or die line (Other than Holmgang or Living Dead, but frankly those things need to go), you will usually not get the extended full benefit a DPS or Healer might. It is, in my opinion, the combination of Determination and Tenacity without having two separate and not quite equal stats.
That's fine. Stats meaning different things to different jobs is fine.
The considerations added with Determination vary with encounters, and play between you and the healer. Teamwork!
Berserk
is a pre-fight planner. It is the one that has to be hammered out beforehand. Does the fight have enough downtime for my resources to come back? Do we have enough restores in the party to cover when mine aren't up? If we don't have X, should I lower this and pick up some more OtherStat? If we do have X, how much more of this can I pump up?
Currently it is simply "Improves potency" as I would have to math more to find a good central point balancing increase with resource consumption. The potency difference between, say, Monk and Black Mage is huge. A %increase might not be worth considering any level of increased resource consumption, but Flat Potency increases are -exceedingly- dangerous in the hands of Monk, Bard, Paladin, and Ninja, as an example. The tuning here is complicated. It will be an asymmetrical increase between potency and resources, and I don't yet have that math or will to do that math.
Here, the considerations are added pre-fight. Managing your own restores and convince others to help you out as well. What Berserk does is allow you to designate a team member to funnel into. Contrasting the implication given by the stat name, Berserk is the most team oriented of the playstyles, because it will A) Make the most use of a supportive team and B) Because a high stat Berserker will run dry by itself. (Unless it's a Black Mage, but there likely won't be high Berserk Black Mage. Just key breakpoints).
All of this works within the current iteration of the game, barring Bard, Monks, and Criticals.