Which has what to do with my statement that the point of balance should be to maximize the depth of competitive choices for Savage progression among decently skilled but imperfect parties (i.e., BLM would have a higher damage ceiling than RDM, which would have a higher damage than SMN, but not to the degree that someone especially bad at movement optimization would take BLM)?
If I'm saying it "should be X", you can be pretty certain it is not currently X. So how would my point be demonstrated in the existing charts?
Party damage, moreover, is a sum of its parts (not the sum merely of rDPS, no, because that is an incomplete metric, but absolutely the sum of it and aDPS for the given context, or simply averaged over any and all of them).
You cannot have damage disparity across compositions without also having disparity in potency-per-cycle and what portion of that potency may fall within raid buffs across the different jobs that may source those compositions.
...But I have never made that point. ???I'm disagreeing with your point that somehow introduces differences between lower end and higher end in savage and raiding as I explained above once more.
I said only that making rDPS almost perfectly equal across all jobs is effectively to balance only for BiS speedrun parsers --since only they would be unaffected by the reduced reliability and ease of harder jobs-- while reducing breadth of choice for everyone else.
I've never advocated for different balancing paradigms based on what Week it is or what percentile one's at, nor anything of the sort. I have no idea how that would even work, and do not want anything like that. I simply pointed out who the actual beneficiary would be, outside of OTPs who happen to benefit from that imbalance, of making the likes of MCH perform as high as MNK, and it's not who most equal-rDPS-for-all advocates seem to think it is (since equal rDPS regardless of ease/reliability would damn near force less skilled players towards just a few jobs while maximizing choice only for the top 1%).
Then we'll have to continue to disagree. While they should be closer, given the current context (much of the difficulty of melee having been reduced), equal rDPS for all jobs is position that benefits only the top 1% while screwing everyone else. So, no, I will never agree with that.I also strongly disagree with anybody saying that rDPS shouldn't be equal across all DPS jobs, period.
The target balancing point should be skilled but imperfect Savage raiders prior to farm/overgearing, not speedbarse runs.
Tl;dr: rDPS should not be equal so long as skill ceilings are highly unequal. Such just reduces choice for the majority of players. All jobs should have accessible floors and fairly high skill ceilings, with the same effort producing about the same performance among jobs that more or less equally click for a given player, rather than just giving additional performance for free to a few jobs (as would be the case if EW SMN or MCH had rDPS equal to a MNK, for instance).
Edit:
Heck, rDPS shouldn't be equal, regardless, by the mere fact that rDPS ignores the party synergy component of over a third of the roster (WHM, PLD, WAR, DRK, GNB, BLM, MCH, and SAM) -- and, no, homogenizing jobs to have an identical raid buff value is not a good way to patch up an insufficient metric. I don't know why people pretend rDPS tells the whole and complete story. It doesn't. It never has. aDPS tells the whole story for those without buffs, if of sample size sufficient to average out party composition, but for anyone else you need both aDPS and rDPS to get the full picture.
...Or actually use a potency map, including for different parties optimizing for comp raid windows when considering buffers, instead of just relying on fflogs bars to gesticulate at a mere part of the roster's contributions and insist that the product should all be equal despite their differences everywhere else.



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