Here’s how to think about this numerically:
Rate of fire: .9/.75 --> +20%
(sustained rate of fire w/reload: (5*.9+1) / (5*.75+1)=1.16–>+16%)
Below I’m considering her burst/between reload DPS:
Direct Hit DPS: was (40+80)/.9 = 133.3, is now (55+65)/.75=160 that’s +20% !!!
That’s a DPS of 160 folks, which is huge for Pharah’s overall effectiveness. It gets her DPS closer to the ballpark of other DPS heroes. This is especially imporant because Pharah can now make a much better contribution to the team in taking down barriers (nearly always direct hits).
Splash-only DPS(before falloff): was 80/.9=88.9, now 65/.75=86.7,
If fall-off remains proporitional, that’s a mere -2.5% nerf.
Low-tier players who can’t aim (and on console where aim is more difficult) have barely been nerfed at all.
Concussive Blast: 12 to 9 seconds
This means frequency of availability goes from 1/12sec to 1/9sec, or (1/12)/(1/9) = 12/9 or 33.3% more availability.
Concussive Blast is escape, offensive mobility, and boop, all in one. Having it when needed 33.3% more often is huge.
For survivability this far more than compensates the 20% reduction to knockback effect joggling people’s aim.
With the much higher direct-hit DPS, in a “duel” you can kill your enemy 20% faster. Plus your 2nd or 3rd rocket coming sooner means they may have to dodge sooner, which also disrupts there aim sooner. So the the reduced knockback is more than compensated for in multiple ways.
Self knockback +25%, I think is to offset the general reduced knockback, so that the net effect is no change to self-knockback. (100%+25%)/(100%-20%) = 125%/80% = 1.0. If the +25% represents a net increase in self-knockback, that’s just a tiny bit of icing on the cake.
Overall assessment: a huge buff to Pharah, especially at high skill tiers.
tl;dr
The big numbers to look at: +20% direct hit DPS and +33.3% more concussive blast availability.