Your singular example in which the loss from DoT damage would not be your fault (you'd have no way to min-max any better) would require that...
- damage is utterly unpredictable but significant enough to need IMMEDIATE healing in that very GCD but not so immediately as to be unable to complete a GCD heal at the precise moment your DoT would need to be refreshed, AND
- one would necessarily have no oGCD healing left (and that this somehow be at no fault of one's own because it would be a net gain to use a burst heal at this exact moment rather than saving even a bankable oGCD charge for this moment while instead using a HoT earlier), AND
- it'd be a net gain to delay the DoT reapplication but somehow not a net gain to have rushed or delayed the DoT by any moment at any reapplication across the entire earlier fight...
Short of those absurd number of conditions, yes, you had opportunity to think ahead and adjust your actions, and failing to do so was what screwed you, not the nature of the mechanic. Short of that, the problem isn't that the DoT functions as an actual DoT, but that you needed to play better.
Mate, that is literally a requirement for your bizarre hypothetical (I screwed up my DoT uptime, but it cannot in any way be my fault) to make any sense, or else you'd just use the oGCD and DoT as before. Without that, there is no inherent issue, and the solution would instead just be to get better at the game.Your argument is that the foresight is "knowing not to have used an oGCD so you have one available", but that's nonsense because we have so many oGCDs
...How are you possibly arriving at this conclusion?On the other hand, stacking Dia allows foresight, since it allows you to adjust when you refresh Dia based on your FORESIGHT of the fight ahead.
Using the earlier example of original Aero II's 12s duration, it'd mean that you basically have 5 charges of a Ruin II analog per minute per target... after which you can still use it, but at diminishing returns until the total duration falls back to 48 seconds or less.
That's effectively just outright removing the costs of mobility. Not a compromise. Not a "greater ppm per minute if I let the DoT fall off here because I'll need the DoT for mobility 2 GCDs later anyways, and then again 10 seconds after I'd have used it for that". But simply outright free. That's not a reward for foresight. That's removing the need for foresight.
We do not need what would amount to a lossless mobile attack (the likes of Broil X-damage Ruin IIs), let alone at the cost of rewarding foresight.
It requires far less foresight -- as in VIRTUALLY ZERO.
How many times per minute must you make room for an effect to be reapplied at a particular GCD or else face ramping soft consequence with a 12s DoT, thereby rewarding you for good play and punishing you for producing less than the best amount of potency possible? 5 times per minute.
With a 30s DoT? 2 times per minute.
With a 60s DoT? 1 time per minute.
With a DoT you're allowed to stack n number of times? 0 times per minute.
You've removed the core element of available optimization.
How much ppm within a given minute depends on minimizing potency lost to movement, and what means does one have to combat that? When a WHM using their DoT exactly on elapse despite having a movement requirement coming up shortly for which they have no Lilies they can afford to spend right to good effect right then would be punished for that mismanagement... quite a bit. When there is zero punishment for early reapplication until having maxed out one's soft charges per minute, far less.
Your "DoT duration stacks to 60s" idea will have have gutted the number of actions and considerations that are entwined in DoT management, gutted the reward for foresight and proper management, and generally made a shallow husk of a mechanic that would otherwise have solid potential in a context with more frequent priority conflicts (e.g., more GCD healing required, etc.).



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