Quote Originally Posted by Katie_Kitty View Post
Two things:

1) Why would it be "ideal" to bring two melee? There is no reason why two melee would be inherently better except that melee are currently tuned to be far stronger than everyone else but BLM.

2) I'm not sure why you're bringing up raid buffs. Catering and padding are not a factor in this at all because fflogs shows rDPS (personal DPS minus buffs received plus buffs given) which means padding is not considered, and in fact rDPS should be biased in favor of jobs like RDM or NIN over BLM or SAM because they bring raid buffs to the table. The fact that the top jobs absolutely obliterate them even in rDPS with padding removed demonstrates just how insane the gap is.
1. Fights are generally designed with having 4 melee, or rather, 4 mobile jobs in close proximity. The same reason we don't see quadruple melee, and rarely see triple melee - At that point you're likely forcing someone out of melee range (Probably the tanks) or you're half a step from obliterating your neighbor, which in turn can cascade deaths depending on the encounter.

2. Catering, as in, "we deal with this part of the fight specifically around this job / role". This is generally where "max" values come from. While you can no longer pad with raid buffs, there's a significant difference in value each job gains depending on how a party positions for encounters. IE Pantokrator Eden1 during orb baits instead of making your caster run around to drop puddles. All four of them I imagine for speed running

Buff wise, eh. No real comment there.