Quote Originally Posted by FireMage View Post
And this logic fails due to not considering actual difficulty. MCH shouldn't be doing as much damage as a RDM, just like SMN. Also all rDPS numbers being within 1% of each other is not true balance
Thank you sir for telling me to continue playing a job that underperforms because it's been considered "too easy" or a "noob job", and that is only taken in parties to fill up the role party bonus. Wouldn't blame you though since it seems to be the design process behind SE's balancing though.

Oh right, if i'm not happy I should just play a job that I don't enjoy, right, how could I forget about that.

Quote Originally Posted by Ransu View Post
Older fights used to push melee out of melee range quite frequently thus melee tended to always have higher dps to make up for the loss of uptime while physical ranged could potentially do all mechanics while having 100% uptime. The ranged tax never applied to magical ranged dps. Yoshi-P basically acknowledged this the other day in the recent live letter with the changes to the boss hitboxes which has lead to melee essentially having 100% uptime leading to the bigger gap between melee and physical ranged and all ranged are apparently getting potency buffs in 6.28.
It's not a new problem, melees were already way above taxed jobs and it's been like this since HW. The gap, mind you, was here on the final results, not theorically, but on actual fights with uptime already happening.