(seen here). I have both characters linked to this account... Not sure if it's possible to see both in my profile or whatever.
That makes WAAAAAY more sense. I was legitimately baffled at that one.
I originally used 2.5 seconds as my starter because I typically don't like to assume that everyone has their skp up to snuff. They might primary a different tank, after all. I had to adjust my value when I started doing the actual field tests, but when you posted one that was almost half of mine I assumed it was yours and got very confused.
Never looked to deeply into it all. That's pretty neat stuff!
Right? It actually made me interested in doing a full breakdown of how it works. Unfortunately, that would take quite a bit of time, and I don't think I could accumulate all of the data without resorting to .... lets just say "frowned upon" methods.
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.
You misunderstanding a little here. The reason I deviated from your 40s/3 mob example is because the examples I was using above were not calculated theory. They were actual pulls. I did a set of Ex roul runs, recorded the footage, slowed it down, and manually counted each auto attack as they hit, the timing they hit with, and what number of them would have been mitigated based on the application of RoH. Then I tallied the total number of dmg. Sadly, every damn Ex roul I got during this period was Lost City Ex (I swear the game goes in spurts. Last week I only got Anti-tower >.> ). The first pull of that dungeon is 4 (including the rhino beetle), so I went with that.
It was a relatively small sample. I only included about 6 runs split evenly (3 RoH and 3 GB/RA rotations) in my actual sample. In the end, though, the results for total dmg sustained were not vastly different regardless of which method I used. The values were near enough to equal that it just didn't matter, so long as I held enmity. What I did find, though, was that the behavior of the Dps made a much larger difference. This also ties into your next point about Goring Blade.
Goring Blade is stronger than Rage of Halone the instant the Goring Blade attack does damage.
Firstly, I never intended to imply that Goring Blade
wasn't stronger than RoH in potency. That's not even a question. The question was the total value of Dps being drawn from the move over Royal Authority, assuming that the DoT gets clipped by the Mob's untimely death. In most cases, you are correct. In my test runs I found that GB was the preferable choice; however, in the cases of extreme dps it may not be. It just depends on how narrow your enmity lead is, and if the additional Flash required to keep it would count as a loss to the overall damage provided.
This is fair, but it's worthwhile to note that the blind effect seen here can be done using Goring Blade as well.
Again, though. we're talking additional flashes here and with a lot of variance on Dps. With the average Dps team found in DF, sure. You can spread those flashes out and chances are your enmity will hold pretty firmly. With exceptional Dps? Different story. Without establishing a lead on hate, you run the risk of losing it. To get a lead on hate using a Dps rotation, you have to burn your own dodge rate by clipping the effect of blind, casting it early. It's also worth noting that another contributing factor was that the mitigation of RoH stacks with your other CD's and passive defenses. It's not just working by itself. If you parry or block, for example, you're basically reducing 20% of your incoming dmg, and the leftover damage is nerfed by the 10% provided by RoH. It all added up.
Whoooosh. That's the sound of my point flying over your head.
Not at all. I get what you were saying on single target dps, and I don't dispute it. I use a similar method when boss tanking, and, in
most cases, I don't have any trouble maintaining hate on bosses when using a Dps rotation.
It was
mob tanking, where I was questioning if there wasn't a difference to be found, and I was merely pointing out that the actual damage dealt does play a role. A lot of people seem to ignore the fact that the damage output of a character can vary their enmity. This is one of the reasons why War's could strip enmity off of Pld's and Drk's while in the OT position before the latest set of patches. Fell Cleave bursts don't have an enmity bonus, but they did out-pace the baseline enmity provided by the standard rotations of Pld's and Drk's. The same can be said when comparing Drk and Pld. Over a sustained period of time, one clearly does more dps than the other. Pld gets more enmity boosts per turns of the GCD, but their overall lower dps evens things out. I don't think this is a big secret, either. It's pretty well common knowledge that Pld's walk an enmity tight-wire, and it's one of the reasons why all 3 tanks have to stay as geared as possible when running with competent or exceptional dps.
The major flaw with the testing you did was that you were testing with DF
This was actually the point. Real World Data. If you stack the deck, you get stacked results. Given that most Ex Roul runs done by most tanks are done in DF, stacked results weren't the most favourable outcome. Instead, what I was looking for was an
average. I could have grabbed 3 of my friends and done these test, but that would not have been an accurate reflection on the common experience in DF. As it happens, the first 2 out of your listed controls were maintained, because, for some strange reason, DF was broken and only ever put me into Lost City ... which was annoying, buy ir kept the pull sizes and mob types identical across my runs. My buffs and defenses were also near identical (as close as they could be), because I was always tanking and I ran the dungeon the same way each time. I was completely constant in each set of runs (RoH runs vs Dps runs). The only thing that varied was the dps and healer, and I stand by that those two things
should vary, because the majority of people do not run with a fixed party. The fact is that DF does, on a day to day basis, see a dramatic variance in the type of Dps provided during a run. The only way to account for that random element is to attempt an average across it, not skew the data by fixing it to a single point.
The only thing that I would say was a downside in these tests was that the sample size was, admittedly, small. 6 runs is not enough to establish a reliable average; though, it was more than enough to get an idea of what to expect, should a larger sample be pooled.