Quote Originally Posted by jon041065 View Post
Goblin Punch usually had some variance in how much potential damage it could do so why is that a problem if we are trying to keep the same feel if not the exact same spell as past FF games?

Never said it would have to be part of the core rotation. Goblin Punch could be on a medium length cooldown.

Could put like a 25 sec cooldown on it and have it be something you hit when you get low on HP or be an ogcd attack with 50-400 potency.
So something situational and gimmicky that either does a bunch of damage/no damage or inconsistent damage. Neither option is pleasant from a dps prospective, the second at least can be somewhat of a boon as it'd be oGCD but still wholly lackluster and would just turn into a press on cooldown and hope the RNG Gods are happy with you.

Honestly, unless it became a normal attack with a static potency or had a static potency buff based on a consistently executable behavior it'd just be a joke skill in trials/raids. FFIV and FFV had a Goblin Punch similar to this.