cont.
As it stood, samurai was probably the class most affected by crit RNG (and as a result, meta-team building was based on stacking crit buffs on samurais, crucial for both the SAMs and the buffers) and now Samurai is one of if not the class least dependant on crit rng. But now, some other class (probably RPR or BLM?) is now the class most affected by crit RNG. Now it will become meta for them to build around crits. Then what? Communio - Autocrit. Fire III - Autocrit. Fire IV - Autocrit. Starshatter dive - Autocrit. This change is just kicking the can down the road and SAM in the onigiri. As to what this under the hood change could be, I don't know. Give all potencies a shadow nerf after a certain "very lucky" crit threshold is reached? Add "pity" crit chance buffs to certain moves until they crit when they don't? Remove the crit substat? I don't get paid to figure it out!
This is to say nothing of the wider problem that SAM now has negative synergy with any job that buffs crit rate. The devs have already talked about this and are fully aware, but it still bears repeating. Autocrits and crit chance buffs coexisting is a problem in general.
DPS
Uhhh I dunno man. I'm not a number cruncher or optimiser by any means, I'm relatively casual having done extreme and only recently resubbed for 6.1, I've barely scratched P1S but want to try it. All I want for SAM is for this boy to have the highest personal DPS by a not insignificant margin. That's it, that's how this guy works. He makes the MOST of your buffs at the tradeoff of not giving you any in return (unless you're a dancer, bard, dragoon, or scholar, lololol). I'm hearing reports that samurai's dps has been hit really hard and like, that sucks I guess. Please don't do that unless it was a balance outlier or whatever. Idk it's not my highest concern, I just don't want to see RPRs overtaking me on the aggro list while giving heals and damage buffs out to the whole party again, lol.
Enpi
To close out on a high note - enpi no longer using up a stack of Meikyo-Shishui is a bloody brilliant change. Totally in line with the change to make ranged attacks no longer break combos. Makes enpi usable in a very specific but frequent scenario where you were punished for using it, sometimes even blocking you from taking the effect of enhanced enpi. Great job, this was a good change that feels great.
Ok part 3/3 there are my thoughts. Sorry for so many posts I had more to get off my tongue than I thought!