Quote Originally Posted by Sandpark View Post
There is no fault in the statement depending on where you are coming from.

Are you coming from everyone should do 100% best effort because story or normal dungeons are the difficult content? They are not hence we have hard,extreme, savage, super savage.
I'm coming from if I'm expected to put in effort when it comes to content, I expect others to put in the bare minimum effort when it comes to efficiency. In my eyes, that includes AOEing when appropriate. It doesn't matter if this is Savage or not: AOE versus single-target, the math speaks for itself. There is no contestment here.

I am not speaking about math. You may very well be right mathematically about AoE vs Single target. I am speaking about the intent and purpose of normal or MSQ dungeons. The intent or purpose of any FF game in the story or introduction dungeons is to progress, often these fights are not meant to be the epitome of difficult content, but a segue into later gameplay.
I am right about AOE versus single-target. You quoted my post, but did you even read it? Or comprehend it? Look at the numbers again. There are no "you may very well be right" or "if AOE is better than single-target" when it comes to a certain threshold.

Take a single pack of 5 chained mobs. Single pack. No double or triple chain pulls, just a single pack that consists of 5 mobs chained together. At this point, MOST DPS jobs should be using their AOE skills. I will use a couple different examples here.

BRD: Mage's Ballad + Rain of Death versus Mage's Ballad + Bloodletter
MB + Rain of Death: 100 potency (AOE) x 5 mobs = 500 potency
MB + Bloodletter: 130
potency (single target) x 1 = 130 potency
RDM: Single-target versus Scatter spam/Enchanted Moulinet
Scatter: 200 potency (Dualcasted AOE; 100 potency per cast) x 5 mobs = 1,000 potency
Enchanted Moulinet: 200 potency (AOE) x 5 mobs = 1,000 potency**

Single-target (assuming Ver Ready procs): 570 potency (Verfire/Verstone + Verthunder/Veraero; single-target) x 1 mob = 570 potency
Single-target (Jolt II; no Ver Ready proc): 540 potency (Jolt II + Verthunder/Veraero; single target) x 1 mob = 540 potency
Single-target (Impact; no Ver Ready proc): 570 potency (Impact + Verthunder/Veraero; single target) x 1 mob = 570 potency

Single-target melee + Verflare/Verholy nuke: 470 potency (Enchanted melee combo; single-target) + 550 nuke (Verflare/Verholy) x 1 mob = 1,020 potency**

**Consider Enchanted melee combo + nuke versus Enchanted Moulinet-- at 90/90 mana, you get 3 Enchanted Moulinets at 200 potency per mob. So, in this example: 5 mobs at 1,000 potency per Enchanted Moulinet for a total of 3,000 potency versus the single-target 1,020 potency.
MNK: Snap Punch versus Rockbreaker; Bootshine versus Arm of the Destroyer
Snap Punch: 170 potency (single target; flank potency) x 1 mob = 170 potency
Rockbreaker: 130 (AOE) x 5 mobs = 550 potency

Bootshine: 140 potency (single target) x 1 mob = 140 potency
Arm of the Destroyer: 80 potency (AOE) x 5 mobs = 400 potency
BLM: Fire II versus Fire IV
Fire II: 80 potency (AOE) x 5 mobs = 400 potency
Fire IV: 260 potency (single target) x 1 mob = 260 potency
The math speaks for itself here. When it comes to a "right," AOE in a "larger pull" (3+ mobs) is the "right" thing to do. The math doesn't lie here. Not trying to argue you specifically, but just saying that you (general "you") can't really argue with the numbers (although I know that some people try to).
If you are coming from a I play rpgs to explore and experience content/story that includes playing/experimenting in a style I enjoy. Then even if the math says otherwise, as long as you can win, then it may be more fun. Games are supposed to be fun first before a job. Locking players out of the basic progress or encouraging players to question to kick is going against that grain.
Fun is a subjective experience. I will give you that. People play the game for different reasons and find different aspects of it fun.

I personally do not find it fun to spend longer than necessary in a dungeon that I have ran hundreds and hundreds of times because people in the party are being uncooperative. And others feel the same way too. Otherwise, all these threads about DPS using their AOEs (this is not the only one of its kind) would not be popping up every couple of days/weeks on here or on the subreddit.

I came from FFXI, not as difficult as this game in terms of execution but still a more fun game in terms of open playstyle. Combat was more oriented towards group synergy versus self rotations in this game. It's like XI was a team based strategy game with coordinated plays while this one is more but not entirely about how good or fancy I can dribble or break ankles or drive down the lane.
This is not FFXI. And even so, this game is STILL a team-based strategy game and one should always do their best to put forth effort to help their TEAM. This means: AOE when you should be instead of being lazy about it. There was literally someone in this thread that said "DRG here. We don't AOE." Does that sound like a TEAM player to you? DRG's AOE may be a little garbage at some levels, or may take a bit of a higher threshold for it to reach a better potency than single-target (would need to do some math here, but I'll avoid adding more to this already-wall-of-text), but DRGs should still AOE when that threshold is reached. That is being a team player.

Not AOEing because "you don't pay my sub" or "I don't feel like it" when asked politely by the rest of the party to do so is NOT being a team player, and thus, if the TEAM decides to kick the NOT TEAM PLAYER, they can do so. Especially if the person not AOEing is being unnecessarily hostile about it when asked or told kindly "Your AOE rotation is more potent in this situation; can you please use it instead of your single-target so that things die faster".

Someone mentioned that 5 X <xpotency> is better than 1 X <xpotency>

If that is true then single target skills potency needs to be increased.
Again, there is no "if's" here. It IS better and a DPS SHOULD AOE when there is an appropriate level of mobs for it to become a net GAIN versus a single target nuke.