Now it's pretty clear that parsing is viewed as a taboo subject not only by a considerable portion of the player base, but also by SE. Simply adding in full fat parsing for players to use as they like will alienate some people for sure and that's not something SE want either.
Now the immediate solution that springs to mind would simply be to add feedback to FC and personal house dummies but at this stage I'd say that SE aren't keen on the idea, likely that it just doesn't fit in or will be inaccessible to too many people. The trouble is, much of the content at 60 requires people to play at a certain standard and many simply fail to come even close. Whilst for sure, with some people it's simply a case of them not caring, for many I'd wager they simply don't understand where or why they are going wrong as the game provides very little feedback on how well you are actually performing with several jobs being pretty much impossible to optimise via anything other than a separate parser.
So, here's a different idea that just struck me..
Put a 'parser' of sorts in as a Gold Saucer mini game. Simply making an algorithm that works out each classes potential DPS at a given item level/weapon damage and offer up a sliding scale of targets for the player to aim for that's customised to their gear. Offering up modest MGP or even Card rewards for optimal DPS numbers would be all the motivation needed to get people trying it.
This would also allow you to simulate pretty much any mechanic or situation and make it part of the mini game without seeming clunky or out of place, add in some markers to dodge? Multiple targets for Aoeing?.
Something like this would go a long way to helping people without access or the desire to run a parser to optimise their play and work towards the sort of standard of play much of the content in this game asks of them. It also won't interfere with actual content or allow people to use those numbers as ammunition against others as the feedback would be entirely personal and private.
At this stage it's pretty safe to say that there is a reason that they haven't implemented this. Likely Yoshi doesn't want an easy way for the player base to 'demand' specific numbers and targets out of everyone regardless of how casual they may be.
Oh I'm totally with you in this regard. My idea isn't aimed at you or I though.
The way I see it, this is aimed at the casual player who maybe only plays a few hours or simply doesn't play at the sort of level that more progression orientated people want. The sort of person who doesn't understand of keeping dots or self buffs up, let alone optimal rotations and such. They might well get called out for subpar DPS as they start to dip their toes into the end game and currently, they have no legitimate option for even attempting to figure out what they are doing wrong (e.g. figuring out dot damage is a horrible mess and time stamps are far too vague to get a handle on self buffs such as greased lightning). Putting something like this in would present these sort of players with some means of getting a handle on how far off the mark they actually are. The systems are already in place as demonstrated in PvP and it's simple enough to take those numbers and simplify the results down to a simple A-F style score.
The next step could be to reference the results against a weighted table to offer feedback for that person, failing combos? Dots failing off? Self buffs not being kept going? All super easy to prioritise and and turn around into some words of encouragement with their score. Keeping it fairly vague (aka no hard and fast numbers) is precisely as you say, it absolutely stops people from using it as ammo against others and allows the results to be tailored to different jobs, a monk might be expected to dish out 1200dps to get that A*, whereas a SCH is going to be about half of that. Again keeping it fairly vague neatly sidesteps the ever unpopular topic of tanks and dps accessories by keeping hard and fast numbers out of sight but giving feedback that gives them an idea of the difference they can actually expect to see in encounters.
As stated at the start, this is not a concept aimed at someone working on Alex savage, these people will without fail be working with full fat parser data be it directly or indirectly. This is squarely for the sort of person who is fairly new to MMOs and level cap content and actively wants to start upping their game. Dressing it all up as a saucer mini game is simply a far more enticing carrot than a random dummy sat somewhere <3
No not at all, this is purely an optional extra on the side with simplistic feedback and reasonable targets to aim for. No gating content behind it at all.
The idea isn't to put another barrier in the way of players, but rather put a tool in place for those that want to up their game without buying a PC or breaking the TOS
Mind you, something in line of the proving grounds would be a far better system than the guildhests we have in place now.... But that's a topic for another thread!