Quote Originally Posted by Ramiee View Post
There is no job in this game that's not got a burst.
That's not the point being made. Did you look at the graphs? Do you not think there's a difference between having a peak at 90k with a trough at 10k, vs. a peak at 60k with a trough at 25k?

PCT is the archetypical burst job. It's completely uncontested in this regard. The job has the highest damage on any single attack. What makes it slightly different from other burst jobs is that there's no ramp up time, because you get your motifs for free outside of combat. It's a bit like if Yoshi-p's preferred raid job was RPR instead and he decided that the job should start off with 100 gauge outside of combat. And without ramp up, you can take full advantage of your first potion window in a way that not every job can. That's why the job can do such high damage at 25 APM. You have insane burst on a few buttons followed by a minute and a half of uninspiring semi-AFK damage where you can grab a coffee and plug your motifs in the wall charger. That burst also why PCT has about 80% representation in the fastest clears compared to like 30% on VPR and 10% on BLM.

Jobs like VPR and BLM have burst 'in the general sense', but they're a lot more consistent in the damage that they put out. The main point is to punish uptime errors. That's also why focusing on burst is a bit strange. Burst is the most laidback part of the rotation, and you want to time your non-two minute Reawakens against mechanics where you're not going to get positionals off (but are going to be in melee range). They do punish you quite severely in terms of potency loss if you mess up the sequence, but it's just muscle memory and execution, like Mudras. You can look at jobs like this and say that the base concepts are pretty simple, in theory. But the test is if you can be consistent for hours, in 10-15 minute pulls, in a job with no mental downtime.

Another point worth noting is that burst asymmetry is incredibly difficult to balance. When you design fights that have intermissions without a target, you favor jobs with burst because everyone's timers are ticking down (and PCT can reset their motifs at their leisure). The dev team will likely ignore this until 7.1 when there will be a slew of complaints about PCT balance. And then they'll have to sit down and reconsider how motifs are designed.

Either way, the point is that VPR has burst 'in the general sense', and it looks flashy and exciting, but the whole rotation is weighted very similarly.