4.0 machinist was the most fun I've had playing the job, ever since I picked it up as my main in 3.0. Sure, the damage wasn't great, but using ammo and Cooldown to manage heat eliminated the monotony of the space between Wildfires.
My only complaints about the job were:- Accidentally overheating was too punishing. There were very few ways to rebuild heat, so you were stuck below 50 heat for a long time. 4.05 went a long way to fixing this by reducing the cooldown of Barrel Stabilizer.
- Rook Overdrive did so little damage as to be barely worth it on most phase transitions. 4.05 completely fixed this.
- Bard dealt more damage and had more support. This has been beaten into the ground elsewhere, and is unrelated to my point, so I'll skip over this.
Heat generating too quickly is notably absent from that list. Heat generating quickly, adding an element of risk was what made the job fun. Reducing the heat gain per shot to 5 has removed that fun. With all the ammo you get, heat generates so slowly now that you only get to use Cooldown about once per Wildfire. There is no more element of risk. You have all the time in the world to keep your heat down. This begs the question, what is the point of managing heat now?
To try to answer this, I set up an experiment. I ran the Susano extreme SSS dummy with two different play styles 5 times each. I tried to keep everything as constant as possible except how I managed heat. I used the Stone Sky Sea DPS Calculator to estimate my damage on each trial. I also alternated between styles to try to prevent one style from benefiting more than the other from any improvements in play I made over the trials.
Play style 1: try to keep heat as high as possible for more Cooldowns inside Wildfire, but do not overheat.
Play style 2: do not use Cooldown at all after the opener. Allow overheats to happen at any time. After an overheat, reapply Gauss Barrel and reset to 50 heat with Barrel Stabilizer as soon as possible without delaying GCD skills.
For both styles, I used ammo and all damage abilities on cooldown with the exception of Flamethrower. This keeps the rate at which I generate heat approximately constant between the two styles. I also started with the following opener:
Preload 2 ammo > Gauss Round + Hot Shot > Barrel Stabilizer + Hypercharge + 1 > Reload + Flamethrower (4 ticks to 90 heat) > 2 > 1 > Rapid Fire + Wildfire + Cooldown > Reassemble + 3 > Quick Reload + 2 > Gauss Round + 3 > Ricochet + Cooldown
I'm sure there are better openers out there, but I chose this one because I can execute it consistently, and it resets to 50 heat at the end.
Code:
Trial# Style 1 DPS Style 2 DPS
1 3475 (20s) 3370 (15s)
2 3497 (21s) 3497 (21s)
3 3411 (17s) 3391 (16s)
4 3587 (25s) 3542 (23s)
5 3454 (19s) 3391 (16s)
Average 3484 3438
Conclusion: managing heat properly is a 1-2% gain over simply overheating at random. Machinist's core mechanic is almost meaningless.
Square Enix, please revert the changes to Machinist's heat generation. If the old system leaves too little room for less skilled players to work with, then a much better solution would be to set the point at which heated shots activate, Cooldown becomes stronger, and Barrel Stabilizer resets heat to 40. This would serve to slightly increase the amount of time you have before overheat without trivializing the heat mechanic entirely, and it would also make recovering from an overheat without Barrel Stabilizer slightly less punishing.