Quote Originally Posted by VellAshe View Post
My original point was focusing on DPS inside of a Full Party of 8. While your idea may be perfectly serviceable for a Light Party, this isn't necessarily the core issue being talked about here. Apologies if it wasn't clear!

There are several reasons why this wouldn't work in a Full Party scenario.
Immediately off the top of my head:
  1. This would require different variable health pools and damage values specifically for class composition. Which in of itself is more data that has to be attributed to every boss/enemy/add in the game. That is a lot of variables to rework.
  2. Moreover, by adding this sort of implementation, you add an additional layer of metagaming where parties and statics would be optimizing their party based on 'What combination of classes are the best DPS-vs-Enemy Health. This could alienate classes even further and make some classes completely unwanted based on this criteria.

    (As an example, BLM and PCT may both be considered 'Greedy Caster DPS', and increase the Boss' Health, using your idea. But PCT is significantly more versatile and powerful. So why would you ever bring a BLM into the party over PCT?)

This isn't as simple you'd think; it's a lot more involved problem than it originally seems.
It also bleeds into 'job complexity and uniqueness vs job homogenization and balance,' but that's a whole other can of worms.
Who said PCT is greedy dps?
PCT does have utility for party and movement bonus that BLM doesn't have which is the opposite of what Greedy dps means.

Meta gaming do exist now and Warrior is superior tank and PCT is better than BLM bringing both damage and utility and movement, and MCH is worst job in the game.

and if you play 2 pure healers in a party first 2 weeks you most likely die in first wide AoE.

"This would require different variable health pools and damage values specifically for class composition. Which in of itself is more data that has to be attributed to every boss/enemy/add in the game. That is a lot of variables to rework."

you can categorize all mobs/boss/lite boss as a category then you can attach the attribute (health and damage) to each category.

this idea wont work immediately it require calculation for each job how much their utility actually do then do a statistics based on that boss/mob/lite boss damage and HP will change.

"It also bleeds into 'job complexity and uniqueness vs job homogenization and balance,' but that's a whole other can of worms."

I can't see why my idea isn't making things balance, I see that we can actually have unique jobs and balance at the same time, by balancing encounter(boss/mob/lite boss) hp and damage based on job selected and rDPS isn't a factor anymore.