Secondly ... Why in the flying hell is your Skill Speed so low??
Because you were using a 2.5 GCD in your calculations, so I did, as well? I just clarified that I was using base sks as my point of reference. I never said it's how much sks I have on my Paladin (seen
here). I have both characters linked to this account... Not sure if it's possible to see both in my profile or whatever.
This conversation has led to me paying attention to some very interesting things over my last few Extreme Roulette's.
Never looked to deeply into it all. That's pretty neat stuff!
That ... doesn't quite make sense, especially not as a "maximum."
And here's where you just go completely off the rails arguing against something I never said. We were specifically talking about a 40s encounter against 3 mobs when I mentioned 39 autos. 13 per mob at 3 mobs is 39. You were calculating (incorrectly) 20 per mob at 3 mobs for 60 autos. I never once extrapolated beyond this to more enemies. So you then go on to say how wrong I am when you apply a comment about 3 mobs to an enemy group of 4 or larger. What is that intended to prove? That the comment I made is still
completely correct?
All of your discussion here backs up the fact that [time]x[mobs]/3 = Maximum amount of auto-attacks you'll take in any given encounter. None of your findings dispute this. So all you did is corroborate my point that 39 is the maximum amount of autos you'll see in a 3-mob encounter that lasts 40s.
Like - this discredits quite literally half of your post, from you simply misunderstanding and misrepresenting the very accurate point I made regarding how many hits you'll take in an encounter.
It would seem that you are also working with the wrong numbers here.
I'll just start with RoH not being "roughly 1 second" anymore than it is "roughly 2 seconds" since it's more like ~1.5-1.6s with my 2.38 gcd. Rounding down to 1 is arguably a worse estimation than me rounding it up to 2. Neither is good, though, is the bottom line here, so let's not play the "I'm right, you're wrong" card. Neither of us is right on this count in our calculations.
And I will repeat, again, that Goring Blade is stronger than Rage of Halone the instant the Goring Blade attack does damage. It doesn't need a single DoT tick to be more damage. If you can then hit another Riot Blade before that Goring Blade mob dies, you've gotten more potency than you would have from a Royal Authority. We're currently (at a 2.4s gcd) sitting 12-17s into the encounter. Spoiler alert! That mob isn't dead yet. Let me say this again and hopefully get it through to you this time.
Goring Blade does not need 24 seconds of uptime in order to be your strongest attack by a wide margin on any given mob.
Another thing that made a substantial difference was the dodge rate caused by adequately spreading out Blinds using Flash.
This is fair, but it's worthwhile to note that the blind effect seen here can be done using Goring Blade as well. You can Flash once to get them to stick and then Flash again after the first Goring Blade combo, like you're doing with Rage of Halone. This may be shocking to you... but if you have 3 mobs, Rage of Halone doesn't do much more to hold all three of them to you than Goring Blade does. One of them with RoH still ate a 0 bonus enmity hit, and you can still somehow get to Flash without losing hate.
When coupled with Sheltron>Shield Swipe on the Fast Blade target and Circle of Scorn, stuff is stuck to you pretty well (for ~10s) with just the 1 leading Flash and a Goring Blade combo. You have until the BLM drops Flare or the SMN drops Deathflare to make sure things are on you solid - before then, the enmity generated by DPS is low. At sweet levels of Spell Speed, Fire III is still ~2.7s cast, and each of the following 3 Fire II's is also ~2.7s to cast, and then the Flare takes upwards of 3, putting us easily above 10s before the hammer drops, which is more than enough time for flash > combo > flash. And Dreadwyrm Trance requires 3 stacks of Aetherflow to be spent and then a solid 10s of dot ticks before Deathflare drops. Plenty of time.
No, I'm not misunderstanding.
... It's exactly the same thing. I took the exact wording I used and broke it down for you, because you misinterpreted the clear context I had given in my first post. Go back and read it.
You actually pointed out the issue right here.
Whoooosh. That's the sound of my point flying over your head. Let me break this down in steps for you.
In Grit:
Dark Knight uses no moves with additional enmity mods and can maintain solid hate throughout an encounter without ever needing to touch Power Slash if they remain in Grit.
In Shield Oath:
Paladin spends more than 20% of their GCDs on a skill which generates additional enmity (Savage Blade) while also pressing two off-gcd attacks on 25s and at-worst-30s intervals, each of which both add to overall dps output and generate additional enmity.
The argument:
A Paladin in Shield Oath should never - under any circumstances outside of tank swaps with a Warrior - need to use Rage of Halone for purposes of hate generation. They're packing so much passive threat in their main DPS combo that it's ludicrous for you to make a statement like you did:

Originally Posted by
Februs
You wrote, and I'm quoting here "with Shield Oath active, you should never ever need to hit RoH to maintain hate." Which, at first glance, indicates that you never use RoH at all, even in your opener (hence the words "never ever"). I think you can understand how someone would think that a statement like this is wildly misleading and flat out false, because it is.
Actual, hard comparison of enmity/second of off-gcd attacks from PLD and DRK:
DRK:
Low Blow: 100/25 = 4
Dark Passenger: 150/30 = 5
Plunge: 200/30 = 6.7
Carve and Spit: 450/60 = 7.5
Salted Earth: 75x7/45 = 11.7
Total: 34.8 at worst
PLD:
CoS: 450/25 = 18
Shield Swipe: 525/30 = 17.5
Shield Swipe: 525/15 = 35
Total: 35.5 at worst
Now, in fairness, I ignored Reprisal, which WILL proc, but is a +3.5 enmity/second gain, at best. And that isn't even beginning to consider the fact that Paladin's enmity per gcd is VASTLY superior to Dark Knight's. Grit and Shield Oath provide the same passive boost (x2.7) so let's look at rotational enmity, now.
DRK:
Scourge>DA+SE>Delirium>DA+SE>Delirium
[ 500+(150+250+400)x2+(150+250+280)x2 ] / 13 = 266.15 enmity potency per gcd.
PLD:
GB>RA>RA
[ 150+230+590+(150+200x3.5+350)x2 ] / 9 = 374.44 enmity potency per gcd.
That extra 3.5 from Reprisal isn't gonna matter when comparing these.
This is not a vague claim - it's a fact of how much enmity the two Jobs generate when using their maximum DPS combos in tank stance. DRK holds solid without using Power Slash when in Grit with a drastically lower output of enmity, so it stands to reason that Paladin can do the same, considering the massive amount of additional hate that they can shit out.
I was simply pointing out that their is a trade-off made between the two.
The major flaw with the testing you did was that you were testing with DF, not with a solid group doing the same thing from pull to pull. The DPS of the party fluctuates each time you hop back into the dungeon, causing there to be no constant in your testing. A test without a baseline - a test with no Control Group - is not a scientific test that should be taken seriously. You're not testing anything other than the gross disparity between different party comps and different player skill levels. Saying "I didn't notice any notable difference in encounter length when I changed my rotation" doesn't imply anything when you're changing any of the following variables between those two tests:
1. Which Mobs are being fought.
2. How many Mobs are being fought.
3. The Jobs of the DPS players in the instance.
4. The players who are playing the DPS players.
5. The person playing the healer, and what Job they are.
6. What cooldowns you use to mitigate damage in that pull.
7. What buffs you use for offensive potency in that pull, like Fight or Flight.
And a small sample size in this game is incredibly misleading due to the drastic variance that you can get simply from a DPS inflicting critical hits with AoE attacks. You'd need dozens of pulls to replicate to the point that you would see the calculable differences between these two strategies in terms of encounter time.