
Originally Posted by
Icecylee
Hasn't Roe taken the time, several times even, to show you mathematically it WAS possible, though? Unless you were really getting that hung up over doing 2% less possible maximum DPS on your parse, I guess. Other people have tried to engage you on the subject as well with various different pitches and theorycrafts, but you like to disregard them outright or just ignore them, too (myself included).
It's pretty funny to me, and a bit sad, that said post is a year old now, and despite me seeing in advance that there could be these issues raised (what if casual does wrong rotation and bad damage, and causes enrage), and taking steps to counteract that (I listed Banish as being only a 40p gain over Glare for a reason, if you can believe that), we still end up with the song and dance.
Essentially, I 'foolproofed' my theorycraft as much as I could, and I'm getting told 'yeh but what if 'a fool so foolish you didn't even know it was possible to be that foolish' played your version of the job and absolutely botched it' well, yeh but then I'd expect that the difference in potency between Glare and Banish would be playing second fiddle compared to larger issues like 'the player is not actually casting anything at all', or 'the player is dead because they picked their nose in the 5s long cast-time orange AOE marker', and solving those kinds of problems is a little outside the design scope for the theorycraft
Plus, some quick maths, assuming Glare is 310p still:
Pressing Glare instead of Banish in my theorycraft would lose you 40p, only if that loses you a cast of Banish from the fight. This averages out over the 6 GCDs of a Banish recharge to be about 6.67 potency per GCD.
Pressing Dia instead of Glare (overwriting Dia) would lose the player 160p per cast. The ticks are not considered, because you aren't 'losing' any.
Pressing Glare instead of Dia (losing ticks) would lose the player 70p per tick lost.
Pressing Dia instead of Glare currently loses the player 245 potency.
Pressing Glare instead of Dia (losing ticks) currently loses the player 65p per tick missed.

Originally Posted by
Renathras
and that healing itself cannot be increased in frequency (even though a simple Medica 2 could solve it)
Let's imagine that, in order to pressure the healer playerbase into using their GCDs a bit more (and by proxy, breaking up the Glarespam with a new button), you need to maintain Medica2 with say... 50% uptime to keep up with a DOT that is constantly burning your feet (like A11). Let's ignore things like overheal and whatever, just a simple binary pass/fail of if you have more than 50% uptime on Medica2's HOT or not. You just need to press it twice a minute, at least. You can throw Dia right after it if you want, and get both refreshes done at the same time, kinda like IJ/Song swap timing on BRD?
So with that in mind... how much thought have you given to the fact that you're now horrendously MP negative, and what's the solution to the MP issue you've now wrought upon the job?