Quote Originally Posted by Lyth View Post
Not talking about dungeon content. I'm talking about optimization runs in Savage content.

That's part of the reason why things like Crit variance are progressively designed out of the game, because you reset if you're unlucky. I think a degree of variability is good, and even necessary to keep things interesting.
But still doesn't change the fact that most content in FFXIV require reward to stay relevant.

As for Crit Variances, you can fault the encounter design team for that one. When the team was gauging how much health a boss should have, they SHOULDN'T factor in crit variances, but they obviously did.

If anything, scored a big critical damage on boss should means that the raid team can focus more on clearing mechanic without being too "stessed" out about passing dps check/enrage.

In another word, more rooms for mistake on a lucky pull that scored a lot of hard hitting crit damage.