This is another reason why I'm confused about DT's job design choices because they added a ton of 1k+ potency actions that do not auto-DH/crit so now everyone is subject to more RNG-based damage variance overall.I find the secret to RNG mechanics to be just getting enough rolls at the table. Over time the rolls will even out. This is a lot trickier when you have such high potency variance because you're not going to make up a 3.2x multiplier on a 1000 potency attack. Which brings up the second design constraint: burst windows are antithetical to RNG based jobs -- they just ramp up the multiplier.
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