Quote Originally Posted by ty_taurus View Post
Trying to come up with 6 different effects that are different yet also equal in value is realistically impossible. What’s annoying about separating buffs based on damage type is that they’re not always applicable. Physical cards are dead to AST while they solo, and we regularly encounter 4-man roulettes, and even sometimes 8-man roulettes that give you an all melee or all ranged DPS comp. While the concept of physical vs magical I think sounds cool, it’s really awkward in practice because we only have 3 magical DPS jobs in contrast to the 9 physical ones.
Then have them affect the 'wrong role' at half effectiveness, like we have now. Problem solved, you'd want to put the magic card on the magic using class, but if you have a team of 4 physical dps because DF gave you that, then you can throw it on them and itll have 'some' effect, just not as much. And it won't matter that it affects them less, because in any content where it DOES matter eg stuff with enrages, you're gonna be making a team that has at least one caster for the 5%