Quote Originally Posted by Jkei View Post
So a job being punishing is not the same as a job being difficult, then? The major issue here is that you imply that a 'mistake' costs a given job a certain amount of dps. What constitutes a mistake? Failing a mechanic and dying as a result is a mistake, as is missing a small opportunity for dps optimization while still maintaining a core rotation. Obviously, one means losing hundreds of dps while the other means missing out on maybe ten dps, though avoiding the latter really adds up over the course of a fight. Thus, avoiding mistakes, both big and small, leads to higher dps. And that takes skill; it's difficult. A player's ability to stick as closely as possible to a perfect dummy rotation is key to attaining the highest dps. At lower percentiles, you'll find those players who made various degrees of mistakes along the way.

And that leads me to say that your method is invalid. Because you cannot attribute the difference between 95th and 60th % to a single mistake in the 60th % parse, and in fact cannot calculate a precise number of mistakes in a given run at all, you cannot say (with this method) that one job is more punishing than another. A lower parse can be the result of lots of smaller mistakes, a few big ones, or anything in between. You can't tell the difference. On top of that, there's also gear differences.
The statistic is large enough to say there's a spectrum of skill for players across all Jobs. However, there's more at stake when the range of that dps variance is the largest. Any mistakes made puts you further from that perfect dummy parse to a lower percentile. There are also gear discrepancies and RNG which I said myself in the post you quoted.

However as Job that has lower personal dps but more rdps buffs , you can even die but once you get back up and still press your buff at the right time and your contribution isn't as hindered. A bad run on a Job which relies on higher personal, you're much more personally responsible to put out your full dps.

This is all in response to saying that using raw numbers skews the difficulty in favor of higher personal dps Jobs. I'm saying it should. Not as much cause they're harder to optimize but because there's a lot more room for variance on the standard rotation. As a NIN, just doing TA at the right time can contribute around 3-400 dps with minimal effort (depending on your team's dps). Alternatively, it's easier on a Job that relies on personal dps to not make up for their lack of raid buffs.

The raw numbers skew 'difficulty' towards dps that rely on higher personal dps because it should be adjusted like that. Even just Brotherhood is roughly and easy 200 or so dps once you keep pressing it on time. Every portion of a dps's damage locked behind buffs means more guaranteed damage that's less reliant on doing your rotation well or not dying and having some ramp up again. SAM is one of the easier high dps Jobs but it's easy for a SAM to not carry its weight when you add the rdps gained by buffs to their respective Jobs (which is why it's fallen out of the meta now).