Quote Originally Posted by Shurrikhan View Post
1. By all means, extend the damage dealt buff on (Enhanced) Manafication by an extra two seconds, but we have no need to throw primary stats into the mix. Just leave the effect itself as is.
The stat buff is instead of the magic damage increase buff. This is solely intended to make it so that buff granted by manafication extends to ALL red mage skills. As it is, Corps-a-Corps, Engagement, Displacement, Fleche, and Contre-Sixte all deal physical damage and do not benefit from the buff granted.

2. You realize how miniscule 20 potency is, right? The total of 6, down from 9, B/W Mana adds a bit to that, but even at an effective difference of say, 30 potency that just feels muddied and indistinct. You very nearly might as well remove the mechanic at that point.
The intent is only to even out the red mages damage. Right now having damage the damage differential adds an unnessecary layer of RNG to the peak damage the job can do while maintaining that it's still a DPS increase to have and use Verfire and Verstone when the procs become available as they give you more black and white mana, making it so you can more quickly get to your melee combo.

3. Why? Why would you add a flat stat buff, greater than that of any melee job at present, just to support a pointlessly niche function for a brief time? Just to oblige RDMs to stay dangerously in melee range at least a third of the time? Does that sound like a gameplay buff to you? And consider -- that's not just going to affect auto-attacks. That will effect the melee skills as well. Giving 4000 Strength to a level 6, to affect both AAs and melee weaponskills? That doesn't seem well planned.
This part I'll agree on as I didn't consider how that differential would impact low level play, and only looked at high level. But I do think that giving red mages auto attacks a potency buff while you're supposed to be in melee range would be welcomed.

4. So... RIP Displacement forever?
Sure. Why not? Use Displacement if you want to or need to for movement, use Engagement if you want to or need to for mechanics. There shouldn't be a 50 potency penalty because you have to stay in melee range due to platform sizes (I'm thinking E3 and Suzaku) or because you need to stay with the party for stack mechanics or healing, or if you can't leave the area. There's no reason that there should be a difference in potency for those who either choose to stay closer or for time when you must stay closer.