Quote Originally Posted by Jamini View Post
You would think that, but you are wrong! Double caster comps not only are clearing, but are doing so easier than any comp with a prange!

An "Average" group is dealing around 170,000 - 180,000DPS (using M5 as a comparison since it has the most data). 1% of that group DPS is 1,800dps.

Replacing any prange (tops out at 27,000 rdps at 50th percentile) with any Black Mage or Melee (low end of 29,000 rdps, top end of 30,000rdps) gives your group a gain of 2,000-3,000 damage. Even accounting for the 1% lower damage on the new damage output source (200-300 dps loss) you still don't close the gap at all.

The actual numbers I've been running since dawntrail started are a bit more complicated considering group composition, and a small boost in raw HP is also useful for prog purposes... however generally adding a BLM or any melee in the place of your ranged is a net gain. PCT was also a net gain until this patch. RDM and SMN are a minor group DPS loss, in exchange for a battle rez.

If you have a RDM or SMN in your party, yeeting your ranged player and recruiting a black mage or Pictomancer is a strict, substantial gain for your group unless your group is a barse group.
How many clears of M6S, M7S and M8S in week 1 had no physical range? In week 2? M5S is not the best example for this since the first fight tends to have lenient DPS and mitigation checks.

In the previous tier, BRD was quite close to melee, for instance, so avoiding the bonus was quite detrimental.

FRU has been cleared with four PCT, no healers or no tanks, yet it doesn't mean that it is optimal to do so.