Quote Originally Posted by Renathras View Post
Sorry, but people either outright say or strongly imply that all the time. It's why I often mention that they still have to use oGCDs and why I've said before removing oGCDs would actually make them feel like they're healing more, since people tend not to think, when using oGCDs, "I'm healing".
It woudn't matter if its oGCDs or GCDs, the % of healing vs dpsing would still be skewed, as I told you 3k hps is the average for a dungeon and if we count what a standard party can bring that easily goes below 1.5k hps remaining for the healer (and not even counting extreme cases like war's existence that outright makes any healing obsolete at almost any level of play), it doesn't matter if its via GCDs or oGCDs because a healer in XIV if using their kit can go above 15k hps without much proble, our kit is severely underused and when our kit is not necessary we're just gimped dps it doesn't matter if the kit is mostly GCDs or oGCDs

I was operating at the time on a difference of about a minute in a > 10 min run, which would be +/-10%.
If this is true your math is outright wrong and you should be honest and clarify it

I'm "handwaving" 2 minutes as small because 2 minutes is a very small unit of time compared to everything else I do.
This is not about what you do, this is a speedrun scenario, I don't give a f... if you like to spend 30m doing whatever you want and its irrelevant for the discussion, so don't push for a narrative that is not applicable to this case nor move the goals further.

If you look at the top runs for every dungeon outside smileton the difference is of <10 s between positions, a 2m difference is absolutely MASSIVE and is not something to be handwaved and no serious study would do that.

You're also handwaving it saying is just 2 minutes without realizing its not 2m, is 2m PER RUN, do 10 dungeons a day and that becomes 20m saved, if you do 100 a month that is 200m saved or in other words 3H and 20m, just because you think is irrelevant doesn't mean it is so stop trying to push for an already debunked argument.

We're not talking an average team. Note that we're basing this "analysis" on THE FASTEST RUNS RECORDED. The average T/3D run is not 10 minutes or 8 minutes. Those are the fastest runs. Meaning the general speed run team - already more skilled than the average playerbase - is probably going to be taking longer. I'm not sure how to get the average of only non-healer comps, but the average mathematically MUST be slower than the top/best run, yes? One can argue this will apply to the standard composition run, and I would agree, but the gap may not be as pronounced, we'd have to look at said averages to know.
That is also funny


1st: Once again you don't have any verifiable data to back up your arguments so what you're saying is as baseless as 5-15% estimation
2nd: If we were to estimate that we could look at the damage:

'

Using this chart and comparing the difference between blm and sge (most used dps in speedrun vs healer with the highest damage capabilities) we can see how at the 99 percentile sge has 6.997 dps while blm has 10.074 dps, we could then argue that blm at this level is like 1.44x a Sage

If we look at the 50 percentile, as it would be the average sge has 5325 dps while blm has 7461, at this level blm is 1.40x a sage

Their proportional difference has only shrunked by 0.04% this alone can tell us that the percentage of difference in performance between a top run of 1T3DPS and a standard top run is not much different that what we would find in an average 1T3DPS vs an average standard run

In any case, the overall point is, for the bulk of the playerbase, who doesn't want to deal with PF and doesn't have a pre-formed static, standard composition runs are going to be safer and - FOR THEIR PURPOSES - a negligible time difference of their weekly playtime.
Aren't going to be much safer when the bulk of the hps is not covered by healers (and you're dismissing how extra dps allow to skip mechanics that may be problematic points for the group) and as said before the difference, since it is per run is not negligible, if you do 4 dungeons a day for 1 week that is 28 dungeons per week, saving 2 minutes per dungeon is almost an extra weekly hour of play and that time only increases as you do more and more dungeons.