This is a lot of assumptions based in spite. This is not the place to talk about your damage parses.
IF you've been doing the new extreme, savage, ultimate tiers when they are relevant you'll see a lot more failed dps checks. This is mostly due to people gearing up to the new item level or learning new mechanics.
A good healer can and will make up for low dps by supplementing their own dps.
Though I've been actively doing the new end game content dating back to late Heavensward and kept on it nearly every patch.
In fact most of these mechanics you'll see in game are from previous raid tiers.
Using MP regen the second it cools down will lead to moments where you're at full MP with the MP regen buff still up.
Resulting in a wasted input and you'll likely unable to use the MP regen when you do need it.
Believe this would not be favorable for a lot of raiding players.
Raiders tend to do what they can to squeeze in extra dps in relevant content.
There was a time when tanks use to meld Strength and they took that away from us, making DH the next best option.
Direct Hit in general helps Tanks maintain their enmity due to increased dps.
If two similar item level tanks are both generating enmity, the one with Direct Hit melded can and will steal the main aggression spot from a raid boss.
Ariyala's ffxiv toolbox has a list of gear for you to look through, along with a handy best in slot solver. Keep in mind Ariyala's does tend to take a few days to update after a major patch.
A good rule of thumb is that the 8 person raid gear is usually just straight up better in terms of stats. (Not always the case with some slots)
Now I like this suggestion, would love to see heals hit critical with direct hit.
Which would allow for increased heals in general similar to how it leads to increased dps.
I also agree with this, similar to how games like Diablo 3 have an extra window that shows background stats like critical chance.


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