
Originally Posted by
Shurrikhan
Optimal drift has nothing to do with animation locks. It's a reordering of certain skills away from their normal priority/timing scheme, for benefits down the line.
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Arisme's suggestion was to make SSS an oGCD each time you cycle through all 6 ST rotational weaponskills. That's worth an extra 92 ppgcd if you can stick to just those 6 forms.
Aside from the obvious net balance issues, this induces further internal balance problems that badly worsen flexibility and contradict basic tenets of MNK play (well before ever getting to issues of constraining adjustments as done for Optimal Drift, making otherwise full use of Solar windows, etc.).
6s of Demolish, for instance, is worth only 140 potency. The 3 GCDs worth of oGCD-SSS contribution, bottlenecked by Demolish (if one were to instead delay the proc's readiness by 3 GCDs by using another Snap instead of replacing Demolish early) would cost one 275 potency, thus making Demolish's apparent duration... a trap.
More simply put, you'd have one 6-step rotation (Twin-Demo-Dragon-True-Snap-Boot) and only that rotation, ever, outside of Lunar cycles, which could themselves include notable potency loss by delaying SSS procs for 3-6 GCDs (costing you 275-550 potency).
Tl;dr: It's a really, really bad idea. And even if the generating procedure were sensible, such as by having every weaponskill contribute to SSS procs regardless, it'd still just siphon more thoughtful play and remove a situational skill in favor of hit-immediately-upon-availability oGCD fluff -- an extra-TFC-but-without-RNG-or-any-interactions).