Tex wrote:
This is because once you get to a higher level where just using TP at 100% for specific weapon skills that do more damage will tend to outdps swapping to a shitty damaging weaponskill (say an elemental WS for example) and likely having to hold TP for the sake of a skill chain magic burst will in exp party scenarios. This becomes especially true once 2h melee jobs are able to acquire more haste gear and an x-hit setup.
I'm usually more open to the idea of an SC the lower the level of the party, but even at higher levels I will aim to SC if I only have to wait an auto attack or two and I have a good damaging WS available to open/close an SC if I think the damage is worth it.
This is exact logic that bugs me though, because the SC itself does damage even without a MB, proportional to the damage of the closing WS. 100% for a tier 3 chain, 60% for T2, and even the no-effort T1 does 50% damage.
In other words, even in the crappiest low-level party with bad synergies, you're breaking even as long as the 50% gain from the closer makes up for your lost damage from doing a weaker opener. Two sword users in the dunes should be doing burning->fast for scission instead of fast+fast, because although burning blade is bad damage, it's not "less than 50%" bad. If you can manage a T2 SC like most parties can, the opener only needs to be 40%.
Once you get access to the T2 weaponskills, you can do T3 chains that double the damage of the second WS. As in, you're ahead on damage if your opener WS does literally any damage at all.
And remember: this is
before even considering bonus damage from the MB.