Quote Originally Posted by Shougun View Post
Isn't it the whole sort of two handed weapon vs dual wielding thing in FFXI, where here it just adds another element of tuning your kit.
Only if something can actually cause it to make a difference. For now, that exists only in two places, and one of them already basically cancels itself (Heat Blast, which is all you'd be using Overheat's flat single-target potency increase on, is a single-hit attack).

IIRC we had the multi-hit type stuff in 1.0.
We did, but the buffs back then affected the "next hit" (nerfing its effect on multi-hit skills), not the "next weaponskill". The weaponskill still involves every hit therein, at which point it makes no difference how many hits something has. Today, it's irrelevant.

At this point things are probably sanitized enough it would matter 'less'.
If ever a buff were reintroduced to a real job to give a flat potency buff to a following action (again, the only way for this all to make a difference aside from perhaps a duration-based buff now having a lower effective duration if ending that period with a multi-hit, depending on snapshotting), it'd just be a specific and probably job-unique synergy between two skills or a buff and a certain small category of skills.

That said, I actually think more should be sanitized. Crit should go back to a flat 50% damage modifier and its stat only affect chance but act as Determination upon guaranteed crits. Skill Speed and Spell Speed should be merged or the prior duplicated to the latter on DRK and PLD.