Posted this on reddit but as some people don't read it there I'll post it here as well.
Introduction
This is something that me and /u/iDervyi been working on the past month. It started with Dervy noticing how weirdly the tooltip showed the GCD/Cast at 4 seconds and higher. Instead of how it works at the regular GCD of 2.5 which is 26,41 per GCD decrease, at 4 seconds it started to become an irregular amount for every decrease in GCD. For example at 8 seconds it was a pattern of 7,7,6,7,13 points per decrease. This made us wonder how the game actually handles SS as it would be impossible for it to follow the regular formula. The only possible way the game could accomplish this was if SS was tiered.
Tiers
To understand how the tiers in this game works. Let’s start with how the game find out what GCD you’re supposed to have. This is done using the formula, the latest formula by Dervy is this: 2.50256 * (1 - (Skillspeed-354)/6600). The game puts in the SS and then divides/multiplies it depending on the GCD/Cast time after that it rounds it down towards nearest 100th of a second. So for example 2.499 would mean a GCD of 2.49.
Now to find the tiers the formula is changed so that we can find out the SS required for each GCD decrease. For simplicities sake a 1 second GCD base will be used. At a GCD of 1 the SS required for a decrease in GCD is 66. As a drop of 0.01 at 1 second is also a 1% decrease we can then conclude that 66 points equals a 1% drop in GCD no matter what GCD/Cast time. This is correct even with the irregular patterns shown by GCD/Cast time over 4 seconds.
So what does these tiers actually mean in practice? It means that the GCD/Cast time will only be affected if the SS actually reaches a tier. Any points other than these are vastly reduced in value or stat weight (In MNKs case this would be a stat weight of about 0.035 str). What this means is that it’s possible to have up to 26 points of SS that is close to worthless, but what it also means is that one point of SS can be worth more than 2 points of a main stat.
So when gear planning it’s good to not only focus on the stat weight but also to try end up with as little extra SS as possible, just like with accuracy.
Delay
While testing this we also noticed that all abilities have a delay of 0.01s meaning that the calculated tier is always 0.01s behind what the tooltip shows. This is important to know if trying to get additional hits in during a buff.
GL/Huton
Another test performed was how the tiers were affected by GCD enhancing moves like GL and Huton, would also expect Ley Lines to be included here. What the tests showed was that these had individual tiers. But the issue with these were that while they were following the 66 = 1% it wasn’t complete accurate as for some odd reason it didn’t have any repeating pattern. While the longer GCD/Cast time while irregular still showed a pattern. This makes it impossible to adjust a formula to get the exact values and the only way is to find the tiers by looking at the tooltips. What this also means it that for BLM there’s multiple tiers to keep an eye on as both longer cast times and ley lines have their own tiers and need to be adjusted accordingly.
TL DR
Skillspeed is in tiers and any point not at the exact tier is worth a lot less.
GCD delayed by 0.01s.
GCD enhancing abilities have their own tiers.
Data
Credits to /u/iDervyi for the massive amount of data in this spreadsheet:
https://docs.google.com/spreadsheets...#gid=898722325
https://docs.google.com/spreadsheets...it?usp=sharing