Quote Originally Posted by LeoLupinos View Post
Why do you think every job will do the same damage with this system?
I explained that it will do little adjustments to the damage just for it to reach the EXPECTED damage for that encounter for that Job. It does not mean BLM that do 14k will make all of other jobs do 14k too. I does mean that If BLM is underperforming in that encounter, because there is no time to cast spells and is doing 13k, it will get a buff for that encounter to reach the expected damage of 14k. I'm saying damage, but in reality it needs to be potency. I'm sure every Job has a maximum output of potency per second that no matter what they do, they only reach that number. The only time where they don't reach that expected number is bases on encounter design, ex caster not having time to cast, melee not having time to stay near the target to damage it, boss jumping off the targetable view and thus expiring Job buffs etc...

It's not homogenization, it's balance. Because there is already a expected ranking in personal DPS in the dev team creation, and some encounters make it impossible to reach the expected value.
Classes not reaching the expected damage is not an issue of the class needing buffs, it's an issue of that class needing better players, unless there's a fundamental design flaw in the class, which needs to be addressed by human intervention, not an automated number tweaking system. I'm really curious how you're going to define a system that basically needs to rewrite mechanics and aspects of a class to fix the design, like what they are planning for NIN and SMN in the next patch.