Quote Originally Posted by Shurrikhan View Post
Kinda, if unintentionally. Mostly using those terms because "Skill Floor" gets conflated between "Necessary output" (average of rDPS+aDPS while somehow accounting for the value of utilities) and "necessary input" (effort), and "Skill Ceiling" sometimes arbitrarily gets limited to just what cognitive load a given or average player is aware of the potential value/use of or just what optimizations aren't less consequential than mere Crit/DHit RNG, rather than what all optimizations are possible regardless and the cognitive load.

But, again, my question what he wanted from raising the minimum input and/or minimum output required (adjusting jobs to redistribute part of the reward simple optimizations to more complex optimizations and/or nerfing them relative to content) and/or raising the maximum input and output possible (increasing the excess throughput/effort available to jobs) in order to widen that gap between the worst and best parse, so to speak.

Is it simply greater "carry" (flipside: "leech") potential? Is it the redistribution, itself, of rewarded value per (complexity of) a given optimization?
I find kinda funny that this whole thing of optimization barely matters in Savages and EXs because you can spend 90% of your prog without minding good dps at all, as it's only important at that last moment where you're cleaning up to beat the enrage.

I wonder how that whole mindset would change if XIV's encounter script's phases were triggered not by a static timeline, but by boss health percentages. This way, actually optimizing your game as you learn the phases would matter. It's also interesting on how, as far as healing is concerned, healers do need to optimize on the run if they want to speed up the whole team's learning process.