Quote Originally Posted by Shurrikhan View Post
Hitting adds, by nature of a greater number of hits, are less prone to RNG-based differences between parses.

So, which is it? Are melee/ffloggers somehow the reason we were 'forced' to have less luck-based variation between runs by way of more guaranteed-crits, or are they the reason we can't have things that would have much more split and even damage, which would do the same?

Again, most melee would see increased advantage over other jobs from the inclusion of more sudden and high counts of adds. 'Pandering to melee' is not the reason we've seen fewer adds waves in raids.
Melee disliking adds phases is far older than the excessive RNG damage problems we have now, all the way back at T4 if you happened to be let into a party on DRG or MNK (hard when triple BRD was almost meta) you despised T4, A2 was similar as was seiryu (I honestly can’t remember if they counted damage in adds for tsyukoyomi)

I’ve never maimed melee so I can only guess at the reason (melee tend to have weak and unbalanced AOE’s compared to say DNC/BLM/SMN) but it’s an old phenomenon that melee don’t like adds phases