I went to bed after posting, but while in bed I was thinking about the difference in damage based on which DOT it chooses. I would be concerned about the short duration of Miasma though, removing 40% of it per ED used (potentially) is quite a lot. This is such an issue because SE decided to make the DOT tick potency bloody 70 per tick.
Hmm, rather than choosing randomly, maybe it just taking one tick from each? It'd roughly equal 100 potency when combined, puts more of a focus on 'keep the DOTs up', I'm not sure, maybe it's just a scuffed idea, I did have it right before going to bed so it's probably got some unresolveable flaws
This is the crux of the matter, isn't it. We press Fire 4 a lot more than anything else in the BLM kit, but due to a combination of factors. One is that unlike healers, BLMs are 'pressing other buttons too' like Xenoglossy, Thunder 3 procs, doing stuff in Ice to buy time to restore MP, it's not as egregious (looking at a P7S run by a top BLM has this:
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On the flipside, we're using 130+ Glares, Broils, whatever. But the main issue isn't just that. It's that Fire 4 feels good to press, it has impact. Broil/Glare/the other two just... don't. They sound weak, they look weak, they feel weak.
I was thinking, while waking up today, a sort of 'thought experiment' but not really. A simple question, with a simple answer: What is the filler spell for RDM? The obvious answer is 'Jolt' because that's what you use when you don't get any procs, but it's also your absolutely last resort option to use. It's used less times than the other four Ver-spells. Same for SMN, it can be argued that it's filler is Ruin 3, and you only use that once per minute to realign the rotation. So the question I'd ask is, we have a filler skill for each healer (Glare etc), but that doesn't necessarily mean it has to be the majority of our spells cast, to the extent it currently is, right?
edit: i did some maths on my WHM proposal on the above topic (healer filler spell lacks impact), I'll whack it in HB because I don't want it to derail the thread too much
So I took a 'reasonably alright' run of mine from P7S (as that is the fight I used for the BLM example above). This is my number of casts used for damage:
Additionally, I have 20 Raptures, 4 Solaces, 1 Medica 2, and the fight was 10:57 duration. Yes, I missed two whole Miserys, sue me. Point is, working off of the design I pitched (so, Dia 12s duration, new Banish with 15s CD, that GCD heal tool, you know the drill), I came up with these numbers:
204 glares
21 dia
8 misery (24 GCDs to prep)
204 glares baseline
10 misery, plus 30 prep GCDs (8 less glare)
55 dia (34 less glare)
44 banish (44 less glare)
new total glares = 118
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hypothetical 'optimization' zone
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note, I casted one medica 2, so that would be replaced by one of the below BOTE casts. beyond that, this assumes that the player is popping BOTE
right before 1min windows, to put the damage in burst window (in case my Cleric Stance 60s CD selfbuff idea gets in)
10 BOTE casts (10 less glares)
10 quake casts (same button but it looks cooler, 10 less glare vfx instances)
Final result: 98 glares to look at instead of 204, we've over halved the count. Does this 'fix' the lack of impact? Not really. But it does get the spread of damage actions on the 'Casts used' chart on the log to look more like the BLM one, and that's a success of it's own I'd argue