Just make tank rotation on healers. gcd dmg, ogcd heals. Nowdays this job need a fresh gameplay and meta is DMG on hard content. The pressing 3 buttons for dmg gameplay seem not fun. It's just a idea i'm not a game designer.
Just make tank rotation on healers. gcd dmg, ogcd heals. Nowdays this job need a fresh gameplay and meta is DMG on hard content. The pressing 3 buttons for dmg gameplay seem not fun. It's just a idea i'm not a game designer.
I'm not afraid to ask: What does "ppgcd" mean?
Potency per GCD.
(See also p/gcd or %AP/gcd or %SP/gcd in WoW, or PPR (power per round) in other MMOs.)
Now, is that, too, ambiguous, in terms of what that'd mean for a given job? A little bit. PPGCD accounts for the contributions of GCD DoTs/CDs/AAs averaged across all GDDs but tends to focus on the potency floor or the amount of potential lost for each GCD of uptime lost.
PPM (potency per minute), on the other hand, includes everything (including oGCDs) by default (one would say "Spell PPM" or "GCD PPM" otherwise), and tends to be the term mentioned when considering how much potency per minute can be put out with the fewest GCDs.
To use the earlier ARR example, SCH's damage decayed less from each GCD lost because so much of its damage was clustered into fewer GCDs (due to its 4 DoTs and mere 100-potency filler, opposite WHM's 2 DoTs and 180-potency filler).
I.e., I want healers to have less free healing but more damage available per average GCD in which they deal damage. (Similarly, I'd like tanks to have a higher damage ceiling but less free mitigation, and to again have the means to sacrifice damage for further mitigation, but that's tangential.)
Last edited by Shurrikhan; 07-18-2023 at 12:47 PM.
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