Quote Originally Posted by Kabooa View Post
They want more damage.

They're just trying to appeal from a different angle that doesn't make it seem like it's purely for no other reason than "I want it". Which isn't an invalid reason, it's just not a good one.

The amount of DPS jobs have gained after gearing from 440 to 470 (Though 440 was such a marginal gain, our baseline should be 450-470) has actually been pretty comparable.

While it's difficult to give some good examples (As strats have evolved and gear alone doesn't make up for the difference), we'll nonetheless try an example. The very first Titan kill (an enrage kill at that) has a majority of the DPS sitting around 11.9k, and the tanks at around 7200. The monk is at 12,700 and that number is fairly low for week 1s, as others have pushed 13,000+.

Fast forward to now, full i470, better uptime strats, and we have a Monk at 15,100, and Dancer at 13.700. Tanks at around 8500. Top Speed run currently up.

Monk increase: 18%
Not-"Top 5" increase: 15%
Tank increase: 18%

Catering can obviously change this a bit, but that's why we ranked by speedkill ("Best total DPS of the team") compared to individual rankings ("Dis guy gets the pad"). While one can't truly pad anymore with buffs, one can still give them preferential treatment for mechanics.

So here's the thing.

Another 1000 DPS doesn't help, for those that think there's a problem. As I already said - The next iLevel bump will put things back to where they are now, just because, equivalent scaling on different base values means the higher base value gains the most from the scaling.

The easiest, sanest way to give Tanks better damage contribution that also scales properly is to give them enemy vulnerabilities.

its good to see the scaling it at least lining up but did you see the post that shows how tanks used to do about 65% of a DPSs damage but now only does 55% for basically no reason? this happens every expansion too btw tanks damage gets gutted but we get nothing back in return. mechanics dont get harder, fight designs stay the same, in fact tanking is as easy as its ever been to the point where all that's left now is damage. i like the tank role, i enjoy the responsibilities that we have but those responsibilities havent changed in years, so all we get to watch as a growing metric is our damage which gets lower and lower every single expansion to the point where white mage is now riding our asses and frankly speaking it feels pretty bad.

Tanks should be bumped back up to doing about 70-75% of a DPS just like it was before because getting weaker for no reason feels pretty bad. Just my 2 cents.