To be fair, rdps is the only thing that matters.
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WAR is ahead in rDPS sometimes, but behind in aDPS.
What does that tell you about WAR?
The point is that your assumptions were incorrect; the discrepancy isn't what you said it was.
Whether that changes your opinion or not, I don't honestly care.
Edit: Then you misunderstand the point of this discussion, or perhaps you misunderstand what aDPS represents.
When it comes to player performance, rDPS is generally most important. When it comes to job performance, aDPS is the best practical metric for tank DPS.
I think those complaints, following the removal of half-gauging and the shared recasts on Inner Release and Unchained, were mostly just based in Warrior having a lower output floor than the other tanks yet still being eclipsed, at the time, by PLD at the highest levels of play, despite PLD having clearly stronger utility and less cost to its mitigation. Apart from Shake it Off being a complete meme, it was largely just a matter of... tuning.
4.1 Warrior would have been perfect to me if onlyBut alas, uga bunga "I hit hurd" WAR won out and the rest is history (mere prologue to the the nigh-one-mechanic WAR we have and will likely to continue to have).
- Inner Release had also doubled gauge generation from weaponskills, to make it more useful in dungeons and to give it a little more ebb and flow against Infuriate.
- Gauge bonuses based on gauge recently spent instead of gauge readied. Sharper bonuses, more quickly fading. (Fell Cleave in order to add crit chance to a Storm's Path, rather than waiting until 100 gauge to Fell Cleave.)
- Defiance also affected healing from healing abilities, not just from healing spells. (No more accidental massive healing efficiency disparity, and more reasons to stance-dance.)
- Inner Beast and Steel Cyclone both had lifesteal, and all lifesteal was increased to 50% instead of an awkward by-level tapering modifier of... what, 28% by level 80?
- Inner Beast and Steel Cyclone no longer ignored Defiance's damage penalty, but their potency was increased to compensate, giving Unchained more burst potential.
- Similar to Enhanced Infuriate, gauge spent in Deliverance would reduce the CD on Unchained and gauge spent in Defiance would reduce the CD of Inner Release. This would mitigate its mitigation costs over time while playing further upon the idea of Equilibrium. (Some similar-ish changes on the other two tanks.)
- Deliverance/Defiance shared key. Automatically put in Deliverance upon swapping to Warrior. Can no longer accidentally drop stance. (PLD gets the same for Sw/Sh Oath.)