Quote Originally Posted by Terabyt3 View Post
Take into account the SE and MAIM on fracture too?
Yes. I applied the SE buff to everything except for the SE combo (the SE buff fades as you start up that third combo) and Maim to everything (because it would have 1 GCD crossover).

I tend to go BB>BB>SE>Fracture>BB>BB>SE>Fracture (Obviously adding xtras in when needed but thats the general framework).
The explicit rotation that I used was BB>BB>SE>Frac>BB>BB>SE>BB>Frac>BB>SE>BB>BB>Frac>SE. It maintains the highest uptime on Fracture without breaking combos. It also maintains the buffs/debuffs as previously mentioned.

I couldn't follow your maths fully i must admit but are you taking into account crit rate on fractures initial hit? Maim buff afaik dots take a snapshot and apply that so fracture DoT with maim is more than without.
Crit is a static benefit that applies to all damage so it's ignored as part of the potency per GCD construct (since each potency per GCD is affected equally by the given crit chance). The only "accounting" needing to be done for it was in calculating the comparative percentage gains provided by Internal Release over time (a 20% increased crit chance isn't a 10% increase in damage because you've already got a 20% crit chance as a WAR with Wrath V, which means that it actually provides a 9.1% increase in total damage during its duration). I actually assumed that all damage dealt that Fracture landed at the time of activation, rather than over the entire duration, which increases the contributions it provides by a small margin since the SE debuff wouldn't have a 100% uptime but I was expecting Fracture to benefit from it all the time (since it would always be activated while the debuff is present).

Also DoT from fracture generates Enmity each tick it appears so it's an extra constant boost to enmity generation ove those 30 seconds.
It's still 300 enmity potency per use, which is the same amount of damage. It's not 300 at activation and then an additional 200 over 30 seconds; it's 100 and then 200, and, since it's delayed over that 30 seconds, it's actually *worse* for enmity generation because it's not up front.

P.S. I got banned too. Seems someone in that thread didn't like us much. What can you do when mathematical fact offend peoples dream world?
My best guess is that the mods were noticing that the WAR discussions were getting kind of heated and just decided to suspend everyone involved appreciably in the debate. They might've done it to shut up everyone for the week before the Live Letter since it's likely the devs had decided to address that question a good while ago as kind of a heavy handed "we got it, you can shut up now, stop making waves".

Quote Originally Posted by Phreak View Post
Correct me if I'm wrong fracture is even worse than in your proposed case because the damage over time cannot crit, so it's even less damage per TP.
I would be surprised to learn that DoTs are either incapable of critting or don't have some form of crit benefit factored into their damage. You would essentially be turning crit into a worthless stat for the classes that have DoTs make up a substantial portion of their total damage (BRD and SMN spring to mind).

Quote Originally Posted by Sapphidia View Post
This is just napkinning of course. Fracture shouldn't be used without cooldowns up according to your maths, which I agree with. Add in a period of Berserk and Internal Release on cooldown and it -should- be a DPS gain. I hope.
Berserk + IR + Unchained still aren't going to be enough to overcome the fact that Fracture is inordinately expensive for a single target damage attack. All of those buffs improve every other attack just as much as Fracture. The only way that Fracture would end up being a cost effective option would be if you have a single GCD to make an attack, the target is going to be vulnerable to damage for the next 30 seconds (when a target goes Invuln, the remaining DoT ticks are wasted; I'm not certain, but I'm pretty confident that when Ifrit/Titan vanish to do their special attacks that they go invuln and don't take any damage even from DoTs on them at that time) and you'd be starting off a new combo: Heavy Swing has a cost per GCD of 7.5 TP per potency (the efficiency is quickly made up by the cost per GCDs of Skull Sunder and Butcher's Block being 20 and 28 TP per potency, respectively). The fact that it's so ridiculously situational and, *even then* provides, at best, a marginal increase to total DPS means that you can pretty easily ignore it completely with no noticeable effect.

If you create a scenario wherein Fracture is as effective as possible compared to the other options, you have to gauge how common that scenario is and then average out the higher contribution against the rarity of it. Recall that I said that constantly maintaining Fracture by weaving it in as the 13th attack each time amounts to a .38% increase in total potency per GCD. Yes, it's an improvement, but only semantically. You're never going to notice an increase that small. Hell, it's likely below the game's rounding error such that how the RNG decides to place you within the damage range of your weapon will make a large impact.

Basically, Fracture provides a marginal improvement *at best* while causing a noticeable increased drain to your resource pool. Using Fracture is, for all intents and purposes, electing to *not* use another of your attacks later on down the line and replace it with an empty GCD.