http://www.playonline.com/ff11us/gui...nsus/11/3.html
Looking through the above merits (which are from 2 years ago in May of 2012), it's important to keep in mind that we don't know whether or not people have actually hit the category cap. Any analysis of it that considers sub-capped players will overestimate how variable players would really be if given infinite merits. It would be much more useful to this discussion if they had limited their analysis to players with capped categories. For the sake of this discussion, I will be assuming that everyone included has hit the category cap unless evidence indicates otherwise. Also, when looking at the below analysis it's important to note both the diversity and also
whether or not the diversity matters at all. If there's "diversity" in BLM Tier 2 merits then that's fab, but if it has no functional implications for the player then who gives a shit?
Here are the categories that SE is increasing the category cap on:
* HP/MP - 15/15 HP merits is the most common choice by a factor of about 2:1, but it's not as dominant as I would have assumed. There's a fair amount of diversity here, which has functional implications (people who merited MP be one-shotted more easily). When they raise the category cap to 45, whatever diversity there was here will disappear.
* Attributes - 12/12 STR is predictably dominant, about 6x as common as the second best stat. You could say that the second stat justifies the category cap here, but most players are very obviously not hitting the category cap (12/12 STR is more prevalent than 12/12 of all other stats combined) It's hard to conclude much from this because so many people have not hit the cap. Logically I know that increasing the category caps is going to force me to choose between meriting AGI, CHR, and INT. None of them are make-or-break stats that will really affect what job I play, but it is going to determine what I'm the best at and contribute to player diversity.
* Combat skills - Evasion is dominant, but it's pretty clear that people just max the weapon of whatever job they care about. This is a high diversity group. People merit what they play. Limiting this category limits what people are comfortable playing. Hence, raising the cap will make everyone a little more versatile and the game a little less diverse.
* Magic skills - Enfeebling and Elemental are dominant, probably as a hold-over from times when people actually played nuking jobs. Otherwise there is high diversity here too. Same diversity argument as with Combat skills.
Categories that SE does not increase the category cap on:
* Other - Critical Hit Rate is dominant and people split enemy crit rate and spell interruption rate because neither really matter. There is diversity in this category only because the secondary options are so blase.
* Weapon Skills - High diversity. Same argument for diversity as Magic/Combat skills, except SE chose not to raise these caps. You can argue that the diversity here is less functional because the damage difference between 1/5 and 5/5 is not very significant, which is probably the tact that SE is taking.
* Jobs:
*
WAR - Tier 1 is split between people that are still meritted for their Ridill and those that have played WAR in the last 8 years. For Tier 2 they tend to go 5/5 Warrior's Charge and then either 1/5 Tomahawk, 4/5 Savagery or 5/5 Savagery. Some functional diversity because Warrior's Charge is / always has been terribly overrated and people dumb enough to merit it 5/5 are doubtlessly worse WARs.
*
MNK - Tier 1 is 5/5 Kick Attacks and 5/5 Counter. No diversity. Group 2 (before Tojil) was a mix because all the options kind of sucked. High functional diversity (though unappreciated at the time). Probably not now because the merit distribution is doubtlessly different.
*
WHM - Tier 1 is 5/5 Cure Cast time and 5/5 Barspell or Regen. Tier 2 tends towards 5/5 Shellra V and at least opening Martyr, Devotion, and Protectra V. No real functional diversity.
*
BLM - Tier 1 is all 5/5 Ice/Thunder. Tier 2 tends towards opening all AMIIs (this was the Voidwatch era) and maxing Burst or Freeze II. Low functional diversity at the time because AM2 was terrible. Now AM2 is more interesting, so it's more like moderate functional diversity.
*
RDM - Tier 1 is 5/5 Convert, 5/5 Pick your MAcc poison (ice preferred). Tier 2 is a wide range, but tends towards opening all of them and maxing Phalanx II, Slow II, Bio III, or Paralyze II. High functional diversity because the Tier 2 merits actually kind of matter, which is a shame because RDM is lulzy now.
*
THF - Tier 1 is 5/5 Triple Attack rate, and then 5/5 Sneak Attack rate (or some mix of SA/TA rate). Tier 2 tends towards opening the JAs and maxing Feint or Assassin's Charge. Some functional diversity here, in that people who didn't cap Feint at this point (2012) were retarded.
*
PLD - Tier 1 is 5/5 Sentinel Recast and 5/5 Shield Bash or Rampart recast (a split). Tier 2 tends towards unlocking things and capping Chivalry and maybe Fealty. It's fairly diverse mostly because the Tier 2 merits weren't useful for anything that was going on in 2012.
*
DRK - Last Resort effect/Recast 5/5, no diversity. Tier 2 is DB 5/5 and then a mix of their other shit options (no functional diversity).
*
BST - Mostly 5/5 Reward/Call Beast, with a few people doing Killer effects for their AF3+2 bodies. Tier 2 strongly tends towards Beast Affinity and opening Feral Howl/Killer Instinct, then dumping the rest into Beast Healer. Little functional diversity.
*
BRD - Surprisingly diverse Tier 1, and the differences should really impact what the bard can do. Tier 2 is almost uniformly 5/5 N/T or some mix of that and opening the songs. Considering the songs have never really had a use, low functional diversity there.
*
RNG - Rapid Shot rate 5/5 and then splitting between Sharpshot and Unlimited Shot. Tier 2 is Snapshot 5/5 and either 5/5 Recycle or some mix of Flashy/Stealth and Recycle. I doubt the particular choices people made have a large impact on their performance here.
*
SAM - STP/Meditate 5/5 are dominant. Zanshin rate gets a shout out thanks to Hassozanshins. For Tier 2, Overwhelm 5/5, opening the two JAs, and putting the rest in Ikishoten. No diversity really.
*
NIN - Subtle Blow 5/5 and people either seem to merit 1 of each potency type or put it all into Hyoton. How strange. Most people don't seem to bother with NIN Tier 2, but those that do tend to open each of the spells or just cap NIN tool expertise. No functional diversity here because NIN merits basically suck.
*
DRG - Jump / High Jump recast for Tier 1. Tier 2 is mostly Angon 5/5 and then people deciding which of the other merits they want to waste points on. At the time there was a little functional diversity here because Deep Breathing still had a use for solo, but there isn't anymore.
*
SMN - People tend to 5/5 categories randomly here. Some functional variability because Avatar physical attack merits are dumb, and even if you knock out people that merited that you are still choosing between MAcc, PAcc, and MAtk, all of which are useful in different situations. For tier 2 merits, people tend to unlock them all and cap Wind Blade or Heavenly Strike. Moderate functional diversity based on the element of your target, because it's better to be using a 5/5 BP and happening to have it capped is useful.
*
BLU - Mostly Physical Potency and MAcc. Some people were doing CA recast at this point. Low functional significance at the time. For Tier 2, people tend to unlock JAs and 5/5 Assimilation, then create the diversity with their last 3 merits. Not very diverse.
*
COR - Mix of Phantom Roll recast, QD Recast, and QD Acc. Some functional variability based on whether you primarily use COR as a buffer or DD. For Tier 2, Snake Eye 5/5, Loaded Deck 1/5, Fold 1/5, and then create meaningless diversity with the last 3 points.
*
PUP - Automaton Magic Skill (probably a holdover from when you needed to merit it for higher tier nukes) and people choose Melee/Ranged skill for the rest of their points. Minor diversity, I guess. For Group 2, people unlock JAs and max Optimization, then create diversity with the last 3 points. The PUP Tier 2 options are pretty strong though, so it's hard to call this diversity meaningless
*
DNC - Haste Samba / Reverse Flourish are dominant. For Tier 2, people unlock JAs and tend to either cap one of them or Closed Position. Extra merits go into NFR if they didn't cap it. High functional diversity, because those JAs are very strong and basically redefine the job's role.
*
SCH - Max Sublimation and Helix MAcc/MAtk are dominant. For Tier 2, people tend to open JAs and max Enlightenment or Stormsurge. Moderate functional diversity because the Tier 2 JAs aren't awesomely powerful, but they each have a use and you have to choose between them.