This is a Suggestion, not a study or a quarry.
This isn't meant to revamp any of the jobs in particular (i.e. DRG and SMN) as to innately make better use of Skill / Spell Speed. I intend only to at least not make it a wasted stat for any class/job.
Current Issue:
As it stands, crit rating affects everything that has damage and the capacity to crit. Determination further affects any ability which will auto-crit, i.e Bootshine, [60s] Life Surge, or [120s] Kassatsu, (though on average it will have less weight than crit in a job without auto-crits).
In comparison, Speed affects only direct damage done by GCD abilities. Not just only direct damage done; it affects neither auto-attacks or oGCDs. GCD direct damage only. No effect on DoTs, no effect on damage CDs, no AA... It affects durational (buff) CDs only in plateaus, by allowing an extra ability to be used, or, more often, making up for mistakes in oGCD usage during the duration). Its only unique advantage is in that Fey Light/Glow is a multiplier, not a flat addition, to the Skill/Spell Speed stat.
Further:
Because of the change in rotation, Speed is decent enough for Monk, especially at a couple plateaus, and BLM, which has neither oGCD damage nor AAs, loves the stuff. Speed-BLM sacrifices only some of the burst/dynamics of its proc damage, and in exchange pulls out higher average dps and can deal better with some of its mobility limitations.
However, DRG would require close to 700 skill speed in order to adjust its rotations, and the stat weight lost in crit and det (even if only reaching that speed and adjusting the rotation during a Fey Light period) in order to support that adjustment would cost much more than it would gain. In the meantime it serves only to ensure full B4B usage and otherwise desyncs important CDs from their ideal places in rotation. The situation with SMN, give or take the issue with buff desync, is even worse. Spell speed can allow you perhaps another Ruin (rather than Ruin II) during the burst rotation without losing part of the buff window to oGCD casts (where avoidable via Ruin II), and maybe allow another ruin per minute. All other damage is unaffected.
Suggestion:
Allow Speed to affect roughly the same amount of elements of damage-dealing as Critical Strike. What parts it cannot affect, Speed will make up for in different ways, tending slightly towards utility rather than average dps. It will end up truly useless for no job, though further preferred by jobs already preferring it. In plain notes:
- Allow Speed to affect auto-attacks. (Including pet AAs)
- Allow Speed to affect "output" cooldowns. (See below)
- Allow Speed to affect animation times.
Speed still will have no effect on DoT damage. However, it will now have an equal effect on auto-attacks and direct damage cooldowns, and, in a sense, a faintly doubled effect on durational cooldowns (half analog, half plateau-ed as before). In place of Critical Strike's affects on damage-over-time, these "output cooldowns" will not only effect the cooldowns that Critical strike may affect directly or indirectly (from Jump to Presence of Mind), but also cooldowns that are less directly offensive / "output-changing" like Invigorate, Infuriate, and Aetherflow, providing a slight utility bonus to the stat.
Note: Survival and defensive cooldowns will not be affected, since Critical Strike and/or Determination will have no effect on them, with the exemption of Second Wind. I have still decided to skip any effects on Second Wind, too, simply for categorical reasons (as it neither affects healing 'output' nor offense).
>> Example list, might not be quite complete:
Jump, Spineshatter Dive, Dragonfire Dive, Life Surge, Power Surge, Leg Sweep, Blood for Blood; Internal Release, Perfect Balance, Steel Peak, Shoulder Tackle; Raging Strikes, Quelling Strikes, Hawk's Eye, Barrage, Flaming Arrow, Blunt Arrow, Repelling Shot; Goad, Ninjutsu, Kassatsu, Shukuchi, Ten, Chi, Jin; Swiftcast, Surecast, Aetherial Manipulation, Convert; Cleric Stance, Presence of Mind, Divine Seal, Shroud of Saints, Fluid Aura; Aetherflow, Energy Drain, Sacred Soil, Rouse, Whispering Dawn, Fey Illumination, Embrace, <all offensive Carbuncle abilities>; Fester, Bane, Enkindle, Spur, <all offensive pet abilities>; Fight or Flight; Berserk.
:: Why the animation speed increase? > To prevent dps loss due to cutting into shortened GCD windows by using oGCDs. If impossible, so be it. That would then just have to be an irritant/drawback to take into consideration as DRG and NIN especially.
Likely outcomes:
Speed Monks strengthened slightly and certainly would lose the TP penalty that comes with stacking Skill Speed. Given that later change, Bootshine will likely (further) relegate Crit to Monk's least worthwhile stat, depending on one's plateau.
Ninjas will likely still prefer crit after reaching their closest plateau, especially if animation times are not reduced. If they are, however, Haste will affect Huton ease of uptime and Suiton frequency where Crit would have no or negligible effect, can plateau for an added Ninjutsu into a Huton period during Fey Light, and may well outdo crit slightly.
Dragoons can now use Skill Speed decently, although it will be far from an ideal stat. It will no longer desync CDs from rotation, and can help with burst and utility. Crit and especially Det will probably still be superior unless reaching enough Speed for the extra Thrust combo plateau.
Bards will be similarly effected. If add phases would have previously pushed in sequence just before CDs were ready, this will cover that. In all other senses it is still inferior to Crit due to River of Blood, and likely inferior to Det due to Bloodletter damage itself.
BLMs have a further hayday--may pull speed/crit further towards speed slightly.
SMNs will no longer fine Spell Speed perfectly useless, and it may even help very, (very) slightly with their mana issues due to increased Aetherflow frequency.
P.S. Another easy way to make Spell Speed much more useful to Summoners would be to slightly buff the the Spell Speed buff proc from pet critical strikes and have it cause Spell Speed to affect the frequency of mana ticks.
Sidenote: it feels silly for Speed alone to be split into physical and magical variants of the stat. Just consolidate them both into a single 'Speed' or 'Haste' stat and be done with it. Paladins and Bards will rejoice for the reduced Stoneskin/Song cast times, and they both could use exactly that...