I'm going to assume each mob uses one auto-attack every 3 seconds, and there's no other proc for BP/Veng.
Going to assume a mob pull of 6, which is pretty standard fair in the current expert dungeons.
We're gonna run each simulation until the person doing it needs to stop using AoE and start using single-target.
Warrior is simple, and OP as fuck.
So, in order to ramp into a double-Decimate Zerk with Decimate x2 + Overpower x7:
HS>Raw Intuition>Awareness>Maim>Storm's Eye>Zerk>Overpower>Vengeance>Decimate>Infuriate>Decimate>Overpowerx6>Pacification.
Time spent: 12x2.5+5 = 35s = 12 ticks of TP = 720 TP
TP spent: 70+60+60+130x7 = 1100
TP remaining: 1000 - 1100 + 720 + 200 (Equil) = 820
+9 Overpower = 820 - 9*130 + 420 = 70 TP
Total: 9 Overpower after Berserk, no Maim.
So, potency:
(150+190+270x1.2)x1.05 = 697.2 potency (Combo)
280 x 1.2 x 1.05 x 1.5 x 2 = 1058.4 potency per mob (Decimate)
110 x 1.2 x 1.05 x 1.5 x 7 = 1455.3 potency per mob (Overpower)
50 x 1.2 x 1.05 x 1.5 x 5 = 472.5 potency per mob (Vengeance)
110 x 1.05 x 9 = 1039.5 potency per mob (Non-Zerk Overpower)
Total:
697.2 + (1058.4+1455.3+472.5+1039.5) x 6 = 24851.4 potency in 23 gcds = 1080.5 pot/gcd
23 gcds, for the record, is 57.5s - so about a minute.
(This isn't even optimal, since you can use another Maim combo and roll more Overpowers after, buffed by Maim, for an overall gain)
Dark Knight is a lot trickier.
You have ~6900 max Mana.
Every 3s in battle, you lose 127 Mana to Darkside, not including how many Abyssal Drains you've spammed.
With the same auto assumptions as above, in a pack of 6 mobs, we will regen 353x5x6 = 10590 Mana in the 15s of Blood Price.
In that same time, we will be casting 6 Abyssal Drains = 972x6 = 5832 Mana
We'll also ideally be using DA+DP = 1768 + 884 = 2652 Mana
10590 - 5832 - 2652 - 127x5 = 1471 net Mana regen. This means, before using BP, we should cast two additional Abyssal Drains, in order to maximize the gains.
ADx2>BP>ADx5>DA+DP>AD>BP drops
And here, we have:
6900-972x2 + 1471 - 127x2 = 6173 Mana remaining. With Carve and Spit still in our pocket, we have 7057 effective Mana remaining.
Taking Darkside into account, we can burn 6 more Abyssal Drains before we hit MP-Zero. (120*6 = 720 potency)
Optionally, we can turn one of our prior AD's into an Unleash, and use 8 more here (100*8 - 20 = 780 potency)
Naturally, we'll go with the latter, making our total rotation:
ADx2>BP>ADx5>DA+DP>Unleash x9 (+1 CaS and +1 Salted Earth)
So the potency:
120x1.15x7 = 966 potency per mob (Abyssal Drain)
250x1.15 = 287.5 potency per mob (Dark Arts + Dark Passenger)
100x1.15x9 = 1035 potency per mob (Unleash)
75x1.15x7 = 603.75 potency per mob (Salted Earth)
100x1.15 = 115 potency (Carve and Spit)
Total: 115 + (966+287.5+1035+603.75)x6 = 17468.5 potency over 16 GCDs = 1091.781 pot/gcd
So, uh...
It looks pretty close, at first glance, however:
If we truncate WAR's damage to their first 16 GCDs, it would be:
HS>M>SE>OP>D>D>OP>OP>OP>OP>OP>OP>x>x>OP
for a total of: 19307.4 potency = 1206.713 pot/gcd
Which just blows DRK (17468.5 potency over 16 GCDs = 1091.781 pot/gcd) out of the water.
Basically.
tl;dr.
Double Decimate under Berserk is absolutely insanely overpowered in terms of AoE damage dealing. It alone is the reason WAR pulls ahead.
And, because lols.
Paladin is not as bad as you think.
Six mobs? Lol. Assuming you don't need enmity, you would optimally do:
FB>RB>[FoF]>GB1>[CoS>SW]>FB>RB>GB2>FB>RB>GB3>FB>RB>GB4>FB>RB<[CoS]>GB5>[FoF falls off]>FB>RB>GB6>repeat...
Through the end of FoF is 15 GCDs, so let's look at that~
150+230 = 380
150x1.3x4 = 780
230x1.3x4 = 1196
240x1.3x5 = 1560
How many ticks?
It works out to be a total of ~26 dot ticks when the last GB gcd completes.
50x1.3x26 = 1690
100x1.3x2 = 260 potency per mob
30x1.3x2x5 = 390 potency per mob
Total: 380+780+1196+1560+1690+ (260+390)x6 = 12246 potency over 15 gcds = 816.4 pot/gcd
With the best sustain out of all three! So... I mean.... who really wins, here? ;3
That all said, it's important to really examine these formulae:
WAR
700 + 3100 x #
DRK
100 + 3000 x #
PLD
5200 + 1200 x #
WAR and DRK scale really well as the amount of mobs increases, whereas PLD is much, much lower scaling. The more mobs are there, the worse PLD performs in comparison, however, PLD gets incredible bonuses in smaller pulls. In a group of 3, PLD can actually eclipse WAR in their overall DPS at the end of the pull, if handled properly.