Quote Originally Posted by Shurrikhan View Post
Because a job that's thematically been about constant uptime shouldn't need to hop aboard the train for "let's have three times the duration needed to actually use the originally intended number of globals -- oh, and let's make sure SkS is even more terrible."
If you're using three times the duration needed you're doing something wrong.

The benefit of stacks isn't to have "three times the duration needed" but to allow less rigid rotation theorycrafting, allow more rotational alternatives and more generally a good amount of freedom. Which in the case of RoF would be a godsent, because current RoF completely conflicts with the current rotational loop/design. Fortunately doing some dumb unoptimal realignments doesn't seem to hurt the damage much. But the main issue remains: by sticking to rigid timers you're by design restricting the amount of alternatives and different types of playstyles, which I something for example I appreciate on BLM where you'll find all kinds of different builds, some with speed, some with crit, some in between, depending your taste and preferences, all performing well.

Quote Originally Posted by Shurrikhan View Post
The only crit interactions are with weaponskills, which are on the GCD and are therefore just as affected by SkS as Crit. (More actually, as the rate of GCD decrease is greater than the rate of crit chance increase, iirc, since part of the value of Critical Hit goes instead to increasing the crit modifier.)
Getting one or two more GCDs per 120min cycles will obviously net slightly more potential crits but you'll have to remember that those are also affected by crit rate. Crit rate, is also on a threshold/tiering system, which can't be compared to raw percentage values, and also affects crit damage. You're essentially trading more chances to crit on all your GCDs (but bootshines), harder crits as well, in exchange for a chance of more crit from a limited amount of additional GCDs.