When I was talking about falloff point I was meaning like in the 800-1000 defense range where the defense:mob attack ratio falls off due to the limited capacity a player has to actually stack VIT to support the higher defense.
That floor isn't all that hard to reach on either jobs due to the little differences in gear and abilities available to WAR and PLD. For instance my stats on WAR and PLD with a tanking setup w/o buffs or food.
WAR Ifrits Axe:
673 Def, 310 VIT, 3673 HP
PLD Ifrits Blade w/o Shield:
682 Def, 320 VIT, 3164 HP
PLD Ifrits Blade:
698 Def, 320 VIT, 3164 HP
PLD VIT+ Sword:
698 Def, 344 VIT, 3188 HP
The only real difference between the two jobs comes down to the +Def Sheild and the WAR's higher base hp (WAR can get a +VIT axe). The tradeoff is WAR gets the bonus damage from VIT where PLD doesn't, the only bad part about that is the damage bonus on WAR from the extra VIT is going to be much more noticeable than what little (if any) damage is reduced with extra defense from the shield on PLD once that high falloff point is reached.
Since WAR can reach that high falloff point easily and still enjoy the -%damage taken from both Sentinel and Vengeance, extra HP buffer, on top of high DPS and good (free) self healing capacity it gives little incentive to bring a PLD for most things outside of kiting multiple mobs. Unfortunately that is something were going to have to deal with unless they boost PLD's DPS, change the way defense works and give PLD a boost, or allow us a secondary -% damage taken tool like WAR has, hell I dunno maybe allow us to parry with a shield and allow us to mitigate an extra hit every now and again with Foresight.
