Warriors are an avoidance based tank due to not being able to don a shield and using a Two Handed weapon, it is the pitfall of avoidance based tanking, it will always be spikey and unreliable. There is no avoiding this and it is how it is mechanically designed and has been at the mercy of ranged based algorithiums since the stance of time. All the math in the world won't change it or prove anything that most of us already know when it comes to avoidance based tanking.
However, do I believe your data analysis covers all spectrums of possibilities? No I don't, you guys are cherry picking what you want to analyse, which is understandable given you were focusing on one thing in particular which was the 1 roll vs multi-roll. I will admit, I am lazy these days, but I have crunched the numbers in years past and spent the hours building large enough samples to pick to peices, but I am over that. I wouldn't mind seeing these data parses that some have been running. How about uploading your findings in to ethier spreadsheets so everyone can see the outcomes please? Also, while your last parsing sessions were used to determine wether or not the range system was a 1 roll or multi-roll system using lower level mobs, I think it is safe to say that alot of people would be very interested in seeing some high end parses from lets say, Dread fights in turn 4 with a PLD and Warrior Comparison or even Titan HM. Not hyperthectical assumption based numbers, some realtime, real world parses.
Also, in regards to fight duration, 2 mins was an example, nothing more and strain on healers was already assumed as I pointed out and is known in a real world enviroment and on that note, people seem to be dealing with it in one way or another.
It boils down to this one simple concept, the company you choose to keep in game is your own choice and if people who don't play your class are telling you it can't be done OR they are not willing to put in the time to help make it work, then you are the only one to blame for the state you are in statisfaction wise. I am sure there is hundreds of people out there who are willing to take on the challenge. Other people are posting results with this attitude, again, regardless of effort involved.
As per this post, later on in:
http://forum.square-enix.com/ffxiv/t...cussed./page11
It has already been proven that a Warrior can do 10 - 20% more DPS (based on gear + skill) then a Paladin and you are predicting a 10 - 20% more (based on gear + skill) required healing for a Warrior. This is the flavour of a Warrior, this is how balance is done, like it or lump it. This is what people cannot seem to wrap thier heads around. The trade off is simple, DPS for Survivability OR Survivability for DPS. The way you and the other Warriors who seem to have trouble grasping this aspect of the games flavour towards Warriors is, the balance you want to see will simply not happen. Yes there will be fixes here and there but if you don't accept now, right now that Paladins are a more designed for taking damage tank, then you will never be happy with any future changes.
Once people start clearing Coil and we can do 100% orange to orange, side-by-side comparisons of a Paladin and Warrior in comparitive gear, if the DPS difference is 15 - 20% and the healing required difference is 15 - 20% assuming skill is the same (which it never is and is a varible that can simply not be accounted for), then I say that SE have hit the nail on the head and it is balanced.
Now if anyone wants to prove these guys wrong, show us the DPS parses from Paladin perspective using comparitive gear.
We are talking about healers HPS, nothing to do with Warriors.
I think it is safe to say that all the hyperthectical maths can stop, and people can start to bring real world parses to the table for realtime testing and analysis.