Disclaimer. I may like certain Classes. I don't deny my bias and i know many external factors effect balance (mobility, defensive and healing utility etc.) This isn't some end all statement.
My conclusion: The maximum rdps output of a utility rdps class should be higher than that of a selfish dps class for all classes to be desired. Note I'm talking 90th percentile and up performances.
Constantly on these forums i see people suggesting selfish dps should output the most Rdps. Please take significant notice of what I say here as Rdps is not Personal dps.
I want to present some simple math for this discussion. I've provided it before but never in an unheated or abstracted environment. I've also done much more complex calculations on this but i am trying to keep things as easy to follow as possible.
Imagine a party of 8 players
With MAXIMUM dmg as the values below.
Each dps deals about 14000
Each tank deals about 9000
Each healer deals about 6000
Total damage 86000
*side note reducing tank and healer contribution also reduces the effectiveness of utility dmg dps classes
Now lets add dps specific utility to some of those classes while reducing damage.
Also we must accept that by adding utility dps the difficulty the entire group handles increases marginally as they try to time boost placements. AND the utility rdps boost is reliant on all 8 members performing at maximum efficiency.
I choose 1% for simplicity buff to start, but also because much higher and balance for 24 man and 4 man parties gets disrupted more seriously.
3 dps deal 14000
1 deals 13000 +1% total group dmg (14x3+13+18+12) +850= 13850
Total group dps=85850
Already its obvious that bringing the utility dps at this rate is a loss.
This is aggravated by adding more supports ignoring compounding bonuses (though likely those compounding don't make up the loss anyways as they also normally amplify by a factor no more than 10% to the boosted dmg) as each additional support not only loses more standard dps but takes away from the Rdps of the other supports
2 deal 14000
2 deal 13000+(84000x.01)=13840
Total group = 85680
Considering a possible compound bonus to the buffed dmg of 10% an extra 84×2 at maximum is added
=85848 still slightly worse than 1 support.
With balance as above any Rdps class lowers the effectiveness of the group.
In the above balance scenario the most optimal group AND the most reliable dps is the pure selfish personal DPS units.
So how do we make it so both selfish dps and raid utility dps are desired?
There are a few paths forward all have other adverse effects on game balance. Optimally we want a scenario where 1 selfish and 3 utiliy dps yield the best results by a mild margin over 2 and 2 Why? Because that way the raid dps NEED at least one selfish dps to see their maximum, BUT that maximum is harder to obtain. (More reliant on coordination) and there are less selfish dps than there are dps with dmg utility in the game. Groups that run 4 selfish dps would still be very viable and the most dependable in pugs because lack of coordinated timing will effect damage output minimally.
So we would need to boost the buff while reducing base dps of the raid utility dps classes until we found that optimal point of balance. Alternatively like said above reducing the contribution of healer and tank also can reach the optimal point. Both options have adverse effect tho. Option 1 would make 4 mans and 24 mans less balanced as the buffs do more or less and would make solo play for utility dps classes more difficult. Option 2 would make solo play for healers and tanks more boring and difficult.
I found that optimal point using an excel spreadsheet and goal seek once and will within the week use it to find it again (but i am on my phone at the moment doing napkin math versions of what i had done months ago) just to show what I'm talking about has a solution and to invite discussion.
I would in the meantime invite people to consider this and do the math themselves whether in excel or by hand (goal seek in excel is much better than by hand btw) but my point is this: selfish dps should not do the most Rdps at high skill percentiles. If they do all utility dps classes will be undesirable across all skill levels
The game optimally should be balanced in a way that at high percentile play 3 utility dps and one selfish is optimal and as skill levels decrease more selfish dps perform the best rdps. Where that percentile line falls where 4 selfish should out do having a support tho is a matter of opinion. This is not to exclude them (selfish dps focused classes) from playing in meta content but to include as best as possible every class in meta content.
I frequently hear people ask for #### selfish class to be buffed so its rdps is the highest within its group. This in fact seems to be the normal opinion. And my point is that is not actually healthy for the balance of the game. Asking for a selfish dps to be buffed for other various reasons is fine. But selfish dps do not need to be the top RDPS and asking for it as if its the expected norm should not be accepted as a valid reason.