We have not received permission from George_Black to share the quoted post.
This one reminds me to once again ask if one has time to discuss our lord and MMORPG Saviour the
Tactical Point Gauge
. (This isn't a response to you, George, I know you have nothing to prove).
FFXI does not have much PvP, but if we reference just the idea that a class needs to do more damage in PvE but not outside of it, the TP Gauge and the associated 'Skillchain' system works double shift.
A 'Skillchain' is simply 'your special attack which uses Gauge followed mine of a specific property and now does additional separate multiplied damage'. This has rippling effects.
1. Classes that are meant to do big DPS have to wait until their Gauge is full or strategically fill it before a fight, while still being mechanically strong DPS.
2. Classes can be desired for their ability to 'open' and 'close' Skillchains regardless of their individual damage as long as it is helpful for them to gain TP Gauge, making DPS more varied (e.g. Monks and Ninjas do not 'Skillchain' together easily, so a Monk is not a preferred DPS when you have a Ninja already, even during those times when they would have high solo DPS).
3. In 1v1 PvP, only the Weapon Skill balance matters. Bards and Mages can have 'weaker' Weapon Skills normally used to 'open' Skillchains, heavy hitters can have 'stronger' ones (this is more complex based on stat builds that you could move around). With no 'Skillchain' damage to worry about, you can balance this more while still having extra 50-100% Skillchain damage for coordinated PvE.
4. The RP is slightly cooler. Repetitive, sure, but 'lining up the Skillchain', 'looking for the timing where nothing will interrupt it', choosing the right one based on the situation and which two party members are 'ready', etc.
5. Stat multipliers and attack buff skills are ALSO temporarily '50% stronger' even if they are short lived, an ability may be activated 'before closing the Skillchain' to maximize damage, particularly if the game actually compares attack vs Defense or has things like 'your next hit ignores 50% of enemy Armor'. Against strong enemies this can result in a 100% damage increase to the skill, and therefore a 100% increase to the Skillchain, creating a difference of 150% more damage to the skill 'As a closer in PvE' while rewarding anyone who can successfully do it without being stopped or disrupted in PvP, but normally they just get 'more damage vs Tanks' and 'the standard bonus with no Skillchain'.
6. Enemy Tanks in general can have higher mitigation and still be balanced, as they're the class most likely to actually stand there long enough to either get hit with a Skillchain, or stand there long enough for attackers to build the Gauge.
Anyways while I'm on the subject of FFXI and Healers, I randomly offer the glory of
https://ffxiclopedia.fandom.com/wiki/Noble's_Tunic
.
Gimme! I don't care if I have to fight the Ashes equivalent of King Behemoth 20 times and then gather materials for another 10 'Horizontal' enchants. (Out of respect for the Goddess of Creation I will not fight any Suzaku unless requested),