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Originally Posted by
Renathras
Not saying do exactly that, but the point is, two abilities can do the same damage while each having some other secondary effect. Yes, yes, you could math out the 10 extra Beast Gauge as damage, but even if they gave you the same amount, you'd still generally prioritize Storm's Path for the free healing while still wanting to use Storm's Eye for the buff.
That's the thing though, people don't use Storm's Path for the healing, they use it for the extra beast gauge, the only reason Storm's Eye is used is because it has a damage buff and the extra damage it grants outweighs the extra damage from the 10 beast gauge. To show this, Surging Tempest is a 10% damage buff, the amount of damage that has gained over 1 combo is 114 potency. Taking Fell Cleave's 520 potency for 50 Beast Gauge, translates to 104 potency for 10 gauge. After just 1 combo, Surging Tempest has outdone the damage from 10 extra Beast Gauge. The healing has played no part in this.
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So to use your example, it'd be like if Royal and Halone did the same damage, but Royal also did a small heal or shield, but while generating far less enmity. The player would thus use Halone from time to time to prevent losing enmity while prioritizing Royal when they didn't need the enmity boost due to the self-heal, but a 200 or so potency heal also wouldn't be so powerful that players would grumble whenever their thumb had to grace their Halone button with its presence.
If you make the heal/shield pretty much useless, it doesn't provide a meaningful reason to use it, not to mention, since you cannot control when you get the heal, it isn't even reliable. So, with this in mind, the combos are essentially the same as there is no meaningful benefit.
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That is, there can be difference, where the difference is meaningful but minimal and non-damage related - such as contrasting self-healing or mitigation (GNB's -2 makes a small shield, too) vs threat - so that one isn't always "by default the correct choice".
There isn't really a choice though, since enmity is a binary, you either have it or you don't, you get enough enmity to keep it and use the other combo for...some reason. I know you heal, so can you say when the last time you noticed the combo heals from DRK, GNB or WAR make an impact? Or you didn't heal just because of that? Note that this is different to PLD's heals on Holy Spirit, you have a bit more freedom in where you can use it (outside burst) and it is the strongest heal from the tanks combo actions. As a reference, PLD's magic is 400 potency, DRK with Souleater is 300, WAR Storm's Path is 250 and GNB Brutal Shell is 200 (with a shield).
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There's a thread in the healer forum discussing what makes "meaningful choice", and it's a complicated question, but for my part, I contend when one choice is so inferior that it is never picked, that isn't a real choice. They should be distinct so that you have reason to pick one over another, but not so different in some significant way that one is considered always the better option such that the other is never touched.
Is that then a choice then? If there is a benefit to using combo A over combo B, until combo B becomes better for some reason, then there isn't a choice in what you do, unless you want to say that there is the right choice and the wrong choice.
To bring this back to WAR. You can say you have a choice to use Storm's Eye over Storm's Path, or vice versa, but if you want to bring out the most potential, you obviously start with Storm's Eye for the damage buff, but there is no point doing it again, you can use the other combo for more resource gain and still keep the damage buff up after all, so that becomes better.
And that is the difference, the 2 combos play off of each other, to further boost the damage of the Warrior. However, 2 combos doing the same, except enmity, do not play off of each other. It is just an empty choice with the only reason to use one over the other is enmity, which then doesn't give a reason to use the other combo.