Quote Originally Posted by Liam_Harper View Post
2000 potency is significant, more than you get from food buffs or a potion. We're still nitpicking because it's only a few percent in an otherwise solid healing kit, but it's unnecessary all the same. RNG is fine on something like DNC because you have enough procs to average it out, but you get so few Minor Arcana per fight it could go either way.

What surprises me is how the old-card enthusiasts are suddenly delighted at the introduction of a dps card and how it adds "flavor" when dps cards are the very thing they've been complaining about the entire expansion. Suggestions of making it pure utility have been shot down. I could understand Astrodyne because you play the seal alignment mini-game, but what is it about a bland +250 potency that excites everyone so much? Genuinely curious.
As someone who vastly prefers the old card system I'll clarify for you it comes from 2 major points. Its tied to how the job feels different and more like old astro which folks that just want their big dps numbers miss completely.

1. Its a little bit of synergy between buffing and the dual role of healing/dpsing and one you can adjust to as well as you use it when you like. The lord card is an attack and not a buff, and for the job thats starved the most of attack options, thats a big improvement.
2. Its a step in the right direction to restoring card variety. Instead of having 1 card whose effect is unnoticable without a parser, we now have 3 cards, 2 of which feel they have an impact because you can see the difference they make.

For any damage buff to feel like it makes a difference without a parser, it needs to be either long enough so using it shaves at least 1 gcd off if all gcds are the same
or
it needs to make a big enough change in the numbers you do on the flyover text so that you can see that improvement.

6% is not enough to distinguish your standard attack from a lucky series of the baseline variance. You can always see when you do an attack or direct heal though