Thesis : When single-wielding, Enspell II damage > Enspell I damage.
-Obviously, if you are dual-wielding, Enspell I damage is going to win every time, no contest.
-If you are dual-wielding, you are using /NIN or maybe /DNC.
-If you are using /NIN, you are either solo, or using DW3 to maximize your melee DoT.
-If you are attempting to maximize your melee DoT, you are minimizing your casting to the absolute bare essentials.
-If you are minimizing your casting as such, there's really no reason you shouldn't be on another job for better results.
-Even if you insist on playing RDM in this role, one must admit that a RDM that is attempting to cast the fewest spells possible really isn't contributing anything to the party beyond damage, which is better facilitated by other jobs, and therefore it is silly to be upset with other players for not choosing said RDM over another melee job.
-Therefore, the only time RDM is truly useful in today's metagame is when playing a true combat-caster role; meleeing when possible, but providing support to the party via Healing, Enhancing, and Enfeebling magic.
-In order to facilitate this role, /SCH and /WHM tend to be the best choices, which prevent the use of Dual-Wield.
-So, logic concludes that maximizing one's damage while single-wielding should be the RDM's goal in today's game.
On to gear:
xxx/Colossus's/Augmenting/xxx
Duelist+2/Duelist+2/xxx/xxx
Estoqueur/Olympus/Portent/Estoqueur+2
Enhancing 404 + 16 = 420 base skill, 26 base damage on both enspell tiers; casting Enspell I with +84 in gear gives you 30 damage per strike.
Melee gear:
Brisk or Brego/Portus/Suppa/Brutal
Shedir/Dusk+1/Rajas/Ambuscade
Atheling/Phasmida/Calmecac/Eurus
26% Haste, 17% DA, 2% TA ; add Temper @ 500 skill for 37% DA, 2% TA, which gives you 1.37 attacks per round.
Let's assume Almace for our purposes: delay 224. Let's say 58 delay ~ 1 second for this weapon.
Both Enspells are cast with Composure and Enhancing duration + gear, giving a duration of 702 seconds.
And now, math!
-Delay 224 weapon with 40% haste becomes 134, which works out to 2.3 seconds per attack round, which gives you about 305 attack rounds for the duration of either spell.
-Enspell II will require 26 rounds to reach full potential of 52 damage per round. Enspell II will deal 1053 damage over those 26 rounds, while Enspell I will deal... 1068 damage over this period as well (30 damage * 26 rounds * 1.37 attacks per round).
-279 attack rounds remain for the duration, so simple math shows us that Enspell I will deal 11,466 damage (30 damage * 279 rounds * 1.37 attacks per round), while Enspell II will deal 14,508 damage (52 damage * 279 rounds).
-This brings our grand total to 12,534 damage for Enspell I, and 15,561 damage for Enspell II. Enspell II will result in 24% more damage.
Now, let's discuss the other variables involved and how they would influence these numbers:
-As is clearly obvious by the above arithmetic, you need 1.73 hits per round for Enspell I to overtake Enspell II for damage; guaranteed while dual-wielding, essentially impossible while single-wielding.
-Casting load is going to be the same regardless, so it is not a variable in this case.
-We are assuming that Enspell I and II have the same accuracy in this case; there is no evidence to suggest magic accuracy for Enspell II varies beyond initial casting, but even if it does, the difference in skill is too small to make more than a negligible difference vs. anything RDM should be meleeing.
-Sambas do proc on double/triple attacks, even with Enspell II active, giving Enspell II an even larger advantage if a DNC or /DNC is present.
~~~~~
There, mathematical proof of my thesis. Anyone care to attempt an intelligent rebuttal, or are we going to stick to the usual "You're stupid, you don't play RDM, I melee'd Aura Statues in 2005" retorts?