
Originally Posted by
Kabooa
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.