It is a tiny fix, but yes Warrior MCHs, and DRG's Auto Critical just Converts the next attack into what ever your critical damage bonus wasthese abilities existed prior to direct-hit existing, the only way to truly rid it of RNG is to make those abilities Auto-Crit/DH, or Give it a flat damage bonus, But it's also more complex then that, Warrior Benefits from skill-speed but lacks a dot for some strange reason, Dragoon its a detriment to have skill-speed except at very certain integers that round with jumps animation lock.
Yes jobs are free and open to adjust gear in order to adjust to compositions but DRG doesn't benefit from Skill-speed the same way, Currently with the way that the gear is designed they don't offer enough freedom of choice or sub-stats to warrant all types of play styles and preferences, every one of these jobs will be stacking Critical, Warrior ignores as much tenacity as it can but needs around 1500 SKS, They honestly are mostly plagued with the same issue, But My biggest issue with DRG is the fact it doesn't share any left side gear pieces with any classes, neither does NIN, while jobs like Samurai allow you to play MNK, and MCH allows you to play DNC, and BRD. All the jobs that share gear with others are the ones dominating currently, Warriors require a Re-meld in order to be optimal with another job.
I have long adjusted to it but the game designers haven't. some of these jobs to line up properly with the rest of jobs in a meaningful way, Most of the changes are removals of abilities that they felt were "bloat" while they decided to keep clunkier abilities, i think with the current design direction it is clear that they have less time to spend on this game and balance it then ever before They have mentioned in the past that jobs with raise shouldn't be outputting more damage then any other job, but now we have the current state of summoner, they gave it a tiny Nerf because its their intention to keep it actually over powered and the state of them saying they wouldn't release the balance adjustment notes until the patch to later find out there was hardly any balance adjustments.
for Empirical evidence let me post a skill Ceiling list that shows the min and max damage differences across all percentiles.
SMN 15,613.84 -18,277.44 = -2,663.6 N=25,678
SAM 15,493.26 -18,238.72 = -2,745.46 N=22,991
BLM 15,533.46 -18,232.88 = -2699.42 N=13,234
MNK 15,198.62 -17,758.58 = -2,559.96 N=12,881
DRG 15,054.07 -17,588.03 = -2,533.96 N=27,996
NIN 15,157.65 -17,527.45 = -2,369.8 N=17,170
RDM 15,027.03 -17,464.81 = -2,437.78 N=14,067
MCH 14,875.23 -16,622.81 = -1,747.58 N=17,821
DNC 14,237.44 -16,573.73 = -2,336.29 N=16,270
BRD 14,303.41 -16,188.50 = -1,885.09 N=15,770


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