Quote Originally Posted by Sapphidia View Post
Interesting math. I posted a "why fracture sucks for paladins" post in a crossclass thread with similar findings, mostly based around the relatively low potency compared to halone comboing, and the high TP cost making it a loss in situations where you bottom out your TP (which admittedly is rarer for paladins).

The only thing to consider with Warrior though is that you've modelled your rotation based on a constant use of Fracture within the rotation... but that's not really the optimal way to use it. I agree with your findings, but for DoTs in this game you have to take into account Cooldowns.

When a DOT is applied it takes a snapshot of your damage stats and maintains that stat throughout the duration of the DoT. Fracture is a 300 potency attack for 80 TP for warriors, yes, which over sustained use is rather negligible... but what you need to factor in is using Fracture ONLY when you have dps cooldowns up. Pop it when Berserk, Unchained and Internal Release are up (we're assuming Maim will always be up for these tests). In these situations you'll get a relatively higher contribution to DPS for using Fracture at this point, and it SHOULD equate to a DPS gain. Suddenly it becomes a 360 or 420 potency attack with possibly boosted crit, and whilst the other attacks are also boosted, the larger difference should make the 10-20 extra TP worth it.

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.
You are thinking of WoW. DoTs do not snapshot in this game, they are also on a universal clock for "ticking" which means that if you are not refreshing this all the time, it will likely tick less than what is described in the tooltip.