Quote Originally Posted by ForteNightshade View Post
A 50% Black Mage is pulling better numbers than a 95% Bard, Machinist, Dancer, Red Mage and Summoner. This means a near perfect player in those respective jobs is still weaker (or on par) with an average Black Mage. At the 95 percentile, Black Mage has a staggering 1,500 rDPS lead against all five of the aforementioned jobs. What this means is by bringing one of the meta jobs, you can afford more mistakes whereas the non-meta jobs may lead to a wipe should players make the equivalent mistakes. Again, it's one thing to argue Range need a mobility tax. I agree with that. But it shouldn't be so lopsided it may actually be better to take three melee DPS even if it means one has to disengage for a couple GCDs.
I don't disagree with that, I'm just trying to see it from a developper's persepective.
Most of the parses come from people that are clearing or trying to clear savages and extremes, which is why you won't see that huge of a difference between percentiles since a lot of the people there have at least some basic notions of how to play their job right (within that setting it's still a big difference though.)

But as they stated before, people playing through the savage and extreme are not the majority of the playerbase and the way they seem to balance stuff is on a larger scale than just the people that do this type content. For them a 1000 dps gape might not be such a difference if they think it won't prevent people to clear with a decent gear.

That's why I'd rather they shift the mobility/raise tax from the dps output to something else. Reward people for taking the extra steps required for their jobs, Monk and Black mage deserve their dps. Thing is, other jobs should also have mechanics that an average player can butcher and still have a correct dps in lower difficulty content. While players making the effort to deal with these mechanics perfectly should have a dps on par with the other top ones.