These aren't "types of DPS".
To be fair, though, there isn't really any separate DPS "type," only priority or application. Even then, the only cases we really see are "Focus Damage Priority" vs. "Total Damage Priority" and, simultaneously, though not in XIV, "Burst Damage Priority" vs. "Total Damage Priority".
Additional, sometimes useful labels include "Split," "Linear," "Fall-off," and "Funnel" damage in regard to AoE types. ("Split" is essentially ST damage in its total potency, at least before accounting for any additional effects, as the damage is evenly split across all AoE enemies. "Funnel," not seen in XIV, increases damage to a primary target with the number of additional enemies nearby.)
An offensive skill's damage profile (the "shape" of the skill, so to speak) has 4 factors:Note that "Potency as portion of filler" follows rDPS rules. The relative potency bonus applied over Twin Snakes' duration, for instance, would be assigned to Twin Snakes, not each affected ability.
- Potency as portion of filler.
- Direct Target-scaling
- Availability
- Potency cost of desync
Target scaling refers to the increased total damage over target count. A pure AoE has 'n' target scaling. A 50% falloff AoE has '1 + .5(n-1)' scaling. Etc.Availability refers to frequency of available use, be that through average gauge generation towards a gauge spender, the cooldown or recharge time of a hard-CD skill, or the soft-CDs of DoT or buff timers.This can be direct (as per the earlier examples) or indirect, such as per the old DoT-Repertoire interactions. The indirect gains tend to be more narrowly applicable (such as often not themselves gaining from target count) and/or more complex.
Potency cost of desync refers to the contextual cost of performing a given skill early or late.
Fillers, of course, have neither the first nor last quality.