Click through to read my post here:
It goes into everything you're saying.
This is true when you look at it in a vacuum, but it's not an accurate or telling way to examine an aoe pull. There's many enemies and killing all of them with a steady rate is (in general) better than killing them with a staggered rate, assuming there's no priority targets (like one shooting petrification or such). You can look at it as HP-per-mob or Total-HP-of-mobs, and you'll end up getting the same answer, which is the one you've gotten and the conclusion we all came to pages ago.
It's absolutely a priority system, and everyone in the thread has been saying that. I understand not being arsed to read all of the posts, but uh, we've been discussing this for a few days and I've been trying to convince people that that's the case in all of this time. The OP has agreed with me, since that's what they were saying in the first place.
I wouldn't have responded if you hadn't taken a quote from me out of context and implied that it was my argument. c:
It's also worth noting: on the topic of waiting for a TP tick or not, that looking at strict DPS or treating 60 TP over 3 s as 20TP/s is drastically off-base and doesn't do anything to give you a realistic view of what's happening there. You can't look at the TP/s expenditure of your single-target rotation and use its DPS combined with a 20TP/s regeneration to reason out how much damage you do, because TP doesn't come back in a continuum - it's back in discrete chunks every 3 seconds. It's worth noting that 120 TP is 2 ticks. 70 TP is *also* 2 ticks from 0. It becomes fewer after that, but these sorts of things can't be glossed over when trying to make a serious argument on the merits of one rotation over another. I used arguments like that to make broad comparisons between rotations, and then I broke it down to a second-by-second account of the fight when trying to showcase an actual rotation and how it'd last neatly through one minute.