Simple consideration that I hope has been mentioned before but that I will repeat anyways to be safe:
Which role can actually lose damage? AKA, which is always providing in-role value regardless of damage dealt?
Common sense would hint that the role which suffers lower lows should also have higher highs / that the one whose damage is more penalized in practical contexts should have the higher theoretical maximum damage.
A tank, by nature of just being alive and targeted by the enemy, roughly halves the healing required from enemy attacks. No miti skills or no self-heals needed; that's just from existing. At ilvl 710, even ignoring Tenacity, tanks have about 47% passive mitigation.
Each tankbuster survived that a non-tank could not? That's a Swiftcast, GCD, 3k MP, and 25% or 50% of a non-tanks output for 90 seconds, and 100% of the non-tanks' output between the death and being given action again (at least 4s due to animation lock). Or 5.5 more seconds of uptime in place of the Swiftcast, often risking further deaths or requiring yet further delays to the arrival of that raise.And because our health pools are roughly equal portion greater, we're also putting out about half more in natural regen. A 180,000 hp tank puts out about 1200 more HPS passively than a non-tank of equal ilvl. Effectively speaking though, remember that bonus is also worth ~47% more in effective HP. All this... passively.
Both roles then have "free" output via tanking/healing CDs atop all that, but what healing value is the healer putting out between those CDs without a loss to damage? (Note here that every DoT and HoT in this game is snapshotted and is therefore best considered to have been done in the GCD it's cast.) None.
Now, what value is the tank putting out between CDs? Even just passively, they put out more %DR than any active defensive skill save for Superbolide and Hallowed Ground. Yes, passively.
Which, then, seems like it should have higher damage striking dummy damage?


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