Quote:
Love it when DRG is considered a bad DD from WS DMG alone... Even though DRG can almost put out twice the amount of ws's as a WAR can in the same time due to jumps and meditate...
The thing is, yeah we can put out twice as many WS but the thing is, WAR does absolutely fantasic DPS from normal hits. Hell when doing VW or Legion, looking at parses, WARs do almost as much damage from their regular melee hits as their WS due to crits/DAs/ODD from Ukon/Ragnarok. DRG on the other hand's melee damage to ws damage ratio is like 20:80, meaning 80% of our damage is from WS and 20% of our damage is from melee. WARs tend to be 40:60 or so and since their WS damage is a lot higher than ours, they can do about 30-50% more damage than us when correctly buffed. To be considered a 'threat' I'd say DRG would need to be at least 10-15% away from a WAR but that's really not possible without Ryuno.
Here's my tunderstanding of DRG and the future of DRG. Originally I wanted DRG to be a top tier DD alongside SAM/WAR/DRK but obviously SE doesn't want to comply. They probably will never make DRG as good as those jobs simply because DRG has other gimmicks that those jobs don't have. DRK/SAM/WAR have high damage WS, powerful JAs that enhance their damage output. DRG seems to specialize in dealing second-rate damage though can also 1) Completely shed their hate. 2) Heal themselves or a party member for 1500-2k for 0MP. 3) Gain TP very quickly unassisted and without buffs. 4) Deal extra damage with the Wyvern.
In addition to all of this I have seen a pattern with things DRG has gotten lately. It seems they want DRG to be a good DD but not the best but to have abilities which enhance everyone's damage not just their own(unlike DRK or SAMs which can only increase their own damage in general).
1) Angon can be a non-resisted, 100% accurate 25% defense down for 90 seconds. If you math it out, 25% defense down is mathematically equivalent to +33% attack up, for everyone hitting the mob. Not even a COR or BRD can give that kind of attack boost to an entire alliance instantly like that. Lowering a mob's DEF by 25% affects the pDIF ratio as much as increasing your own attack by 33% and since that benefits the entire alliance it can be extremely potent.
2) Stardiver, mathematically speaking is a better WS than Resolution. Resolution has a lower fTP albeit has an extra hit. The thing about Resolution that most players forget is that it has an Attack Penalty of 18%. This Attack Penalty is often overlooked since WARs and DRKs can increase their attack so much. Anyway not only is Stardiver a superior ws(simply on a job with inferior attack) damage-wise, but the -5% critical hit evasion is another way of saying +5% critical hit rate to the entire alliance.
It seems they want to keep DRG's damage maybe not top tier but second tier but allow us to enhance everyone else's damage by lowering mob's defense or critical hit evasion simultaneously. So that kind of makes us something like a support DD/debuffer with the ability to heal and shed hate, a mixed bag of sorts. I'd also posit that DRG can be more useful in low-man events like Salvage/Nyzul/Meebles than huge alliance battles. It seems that in this game, specialists are far more useful in large fights whereas in small groups, hybrid or generalist jobs tend to fare better due to a higher blend of versatility. Like BLU/PUP/DNC/DRG/RDM I think are extremely useful in 6-man groups where and one of those aforementioned jobs above can do adequate physical/magic/debuffing/enhancing/healing and even tanking.