
Originally Posted by
MintnHoney
Or just particularly bad luck, if that was all that the party had to rely on. Even when this could have been an issue, there were always other means to mitigate that particular issue (shields, abilities, even from other jobs). Based upon how Squeen designs their encounters, if ever one came to a point where that extra 10% damage reduction was required to save whomever, on top of all other mitigation options available, then chances are, you were not supposed to take that hit in the first place (those "niche" moments everyone likes to sneer about), there was a mechanic that was not satisfied (especially if the party tries and fails to skip mechanics), or the target in question has stacks of vulnerability (the leading underlying cause of death, in PUGs, in my experience).
Regarding RNG, if it was truly such a big problem, Squeen would have introduced abilities and/or traits that provided guaranteed Crits/DHs for a limited number of time or applicable skills/spells (e.g.: SCH's recitation) and plopped them onto jobs, either through role skills or through each jobs' individual kits, and just made the Crit and DH stats increase the amount of damage dealt by Crits and DHs (knowing them, though, it'd be at a rate of like... +1% per 1000 of each stat). Considering how much they love precisely planning their baseline and "choreography" for fights, it would make sense to limit the player for that reason alone; but since they haven't done this (yet), I don't think they factor in RNG as being nearly as much of a "problem" as players make it out to be.