That's a valid point, but in a higher ilevel, and with full parry gear, I still dealt clearly less damage. So to look at it at the very least for what it is, we went in without doing any more soldiery farming, and Drop wise, between the 2 fights, we had 3 healer upgrades, and 1 tank upgrade for my Off tank. So the DPS were virtually identicaly. and we have the encounter down to a science since we spent the better part of a week just on the fight before we finally downed it, then there was exactly 1 more attempt before the 2nd clear. Performance wise, I can attest that my party was perfectly on par, and execution went the same way each time we beat it. IE: Noone died, Noone took added Fireball damage, and noone was petrified.
If people don't want to take my results into account, I'll just do the most obvious test, and show point per point what my Rage of Halone combo can do exact number wise, with and without the Crit/Determination gear. I'll get all the statistically high and low numbers in , without any buffs at all.
But my point still stands. I dealt significantly more damage with my DPS Fending gear than I did with my parry gear, and I did not take much more damage in any noticeable way to my healers.
Truth be told, My group is very consistent with our numbers, and this fight's results are also in line with how my Turn 4 results were showing. I feel that my added damage is a helpful way to beat content that is too easy, or that requires a DPS check.
PS: My groups T6 kill was 1 Warrior Standing in Holmgang. If I didn't have my DPS gear on, we would not have gotten it that attempt, and that is absolute.
Also! I don't care about statistically sound evidence. I only care about Live Fact testing. You can Theory craft all day, and statistically, Parry IS the best option, but when you look at what happens on Live, vs on Paper, you can clearly see different results.
What you seem to be requiring of me are Robotic simulations that won't actually benefit anyone running High end raids, which is why I'm doing practical tests, instead of perfect impossible simulations.
Practicality is way more useful than theory when it comes to planning how to go about spreading gear for progression.