It's 60p, or 69 relative potency, per Monk positional (DF = +15% damage). Monk positionals give a nice bit of extra oomph in Endwalker, actually. It's just still not that impactful compared to other optimizations.
In Shadowbringers those positional potency variances per GCD were a bit less, even in terms of relative potency, but I don't think they were ever as little as 20p? And the potency variance per minute was far, far more, even then. (Hell, Bootshine's positional variance alone would have trumped all of Endwalker's.)
So, they're worth less overall now, yes, but it's not as if only we're getting only some <8.33 ppgcd out of them. They're... relatively trivial, but not quite that pathetic.
This last bit seems unlikely. Nadi do not reduce the amount of mental deadtime. They merely improve upon the Perfect Balance windows themselves.Originally Posted by Renathras
At the Fanfest just before Endwalker's release, we had both twice the number of positionals we have now AND the Nadi system atop it. Apparently, they just decided more than a single positional fork per job would be too hard... somehow(?), but that's a wholly separate question and area of impact from Nadi.
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Anywho, what I don't get is why we pretend positionals are some massive and job-defining optimization without equally accounting for job variances like stringency of rotational order, punishment for desync / value for salvaging sync, punishment for deaths, the value of rotational adaptations, the value of hitting some skills at the start of each oGCD gap and others at the end of the oGCD gap under this or that GCD sync, etc., etc., all of which likewise influence skill ceiling, and all of which we seem to consider just fine as means of increasing skill ceiling.
For my part, positionals are just a simple, efficient means of adding to skill ceiling at zero cost. Moreover, whereas we can site counterexamples to almost everything else, be they cast times or additional charges or gauge interactions, locating opportunities for higher skill expression also from NOT including those things, that's not the case for positionals. Never is forgoing positionals, in itself, going to have higher cognitive load than their inclusion.
So, unless a job would somehow be so far above the difficulty of any other melee if it also had to deal with positionals that it'd force the most skilled players onto it and/or all other players away from it (which already seems a pretty absurd premise), just keep the value of landing one's positionals reasonable rather than negligible on one hand or overly punishing on the other, and let people bother with them or not as they see fit, just like for any other individual means of optimization.