
Originally Posted by
Reynhart
Blood Weapon has indeed 37% uptime. Considering it gives à 10% haste buff when up, it provides, on average 3.7% haste. If you reduce the delay to 96.3% (100-3.7), you increase the DPS by 100/96.3 = 3%
So, by having Grit, your base loss is 23% damage (80%/103%) = 77%. From some testing, I found that you can use at best one more Dark Arts during a Blood Weapon window than a Blood Price window unless you use Delirium (which increase the gap up to three...damn that Blood Price nerf). So, you'd gain around 700 potency (5*140) over the course of 2 minutes, so around +15 pot/GCD. I'm not even sure it makes up for BloodSpiller's "increased potency" in Grit by comparison, to really change that 23%
For PLD, by having Shield Oath, you lose 15% of your damage instantly, plus the effect of Sword Oath wich is basically 50 potency every 2.24 seconds. AFAIK, the best rotation on PLD is GB-RA-RA-HS*5-GB-RA-RA (repeat), this rotation build up your total potency to 8250 (1070 for each GB, 760 for each RA, and 200 for HP Spam). The best part of this rotation is that it's basically a 1 minute rotation to line with Requiescat. So during this rotation, you can use 1 Requiescat for 350 pot, 3 Spirits Within for 600 potency (at best) and 4 Shield Swipe for 600 pot (at best), increasing your potency to 9800. On top of that, you can add Circle Of Scorn and its 250 potency every 25s, basically adding another 600 potency every minute, for a grand total of 10400 base potency. When applying ShOath, you remove 15%, ending at 8840. When applying SwOath, you add 1339 potency to your total (50/2.24*60), ending at 11739. So, between the two, you're losing at least 25% of damage.
As for WAR, it's much simpler. Having Defiance up already reduces your damage by 20% (Corrected) while Deliverance increase them by 5%, so your base loss is around 24% (Corrected). And any Beast ability linked with Defiance is a DPS loss when compared to the corresponding Deliverance ability, even if it ignores the damage penalty. The only tricky skill is Onslaught, I haven't really tested if the increased HP makes up for the damage penalty.
Keep in mind that these calculations consider 100% Tank stance vs 100% DPS stance, and I'm fairly aware that they don't apply as they are in real content, when you take into account the mechanics. And, again, I don't claim that DRK deals more damage. If you have one job at 3000 that loses 25% damage and the other at 2800 losing 23%, the first one is still higher.
Frankly, I really dont think DRK is "the matter at hand". The whole content design that enforce people to drop as much mitigation as possible is what makes tank balance a mess.