Quote Originally Posted by Reynhart View Post
Technically, Tanks never had "Increased Action Damage I/II/III". They had increase Vitality, which gave increased damage only for 2/3rd of Heavensward.
And even then if was +Flat stats for melee, not %
Every job had +stats, each over 3 increments. The flat buffs and percentile buffs have never been mutually exclusive; we each had both.

Consider: Despite Aeolian Edge having higher potency than Full Thrust, it did less damage. Note that Ninja's Wasp Venom gave +5% damage originally, then Viper's Venom gave 10%, then both did, atop a Dripping Blades I/II modifier of 10/20% (yes, atop +Dexterity stat traits). This you can still find online, as neither entry has been used since and therefore have not been updated. Add to this the Slashing effect from Dancing Edge. Disembowel and Heavy Thrust, at +20/21% vs. that +40/43%, could not make up for Ninja's modifier. Yet, Full Thrust did more damage despite its slightly lower potency (350 vs 360 at the time). That means Lancer had to have its own base damage traits.

And I don't think there's any way Monk could have competed against either of those at the 130 Bootshine, 150 Dragon Kick, 150 True Strike, 140 Twin Snakes, 180 Snap Punch potencies it had at the time if not for a similar Increased Action Damage trait. I'm looking for old databases for it, but as it shares a name with what the Ranged jobs still use, it's hard to find anything that hasn't been updated to check.

And, again... Why? Why put a scalar on only half the roster?