Except that, unless a fight has explicit periods of downtime where you're not able to attack for an extended period, you're *going* to become TP starved. A WAR can only manage 3 minutes of constant ST rotation before running out of TP. Add in Fracture and it goes down to 2.5 minutes. Boss fights last well in excess of that. Even with the downtime provided by their immunity phases and running around, you're still going to run out of TP for anything except for Ifrit (who just has absurdly long immunity phases; you pretty much *can't* run out of TP when fighting Ifrit). In general, I hit that point on Titan around 25%, even with incredibly good DPS simply because the times when I can't attack just don't last long enough, nor are they regular enough (p5 has none, in fact).
The basics of this entire argument are that Fracture *does* provide a DPS increase, given unlimited resources and time, but it's so small as to be only a semantic increase. As soon as you factor in the substantially higher cost, it ends up being an explicit *decrease* in damage dealt over the long term because it forces you into empty GCDs earlier. To make up for the fact that you're going to have these lost GCDs, using Fracture would need to provide an 8+% increase in total damage output but it barely manages any at all.
Fracture is only useful when TP isn't a concern (which means that the fight has to last less than 2.5 minutes) and it will be allowed to tick the entire duration (assuming you have to establish a threat cushion first via BB>SE>Frac, this means that the fight has to last at least 47.5 seconds). It's got a sweet spot where it has a marginal reason to exist (marginal because it doesn't actually increase DPS by that much), but the fact of the matter is that it doesn't actually do enough to justify keeping around for the tiny portion of fights that land in that sweet spot (hell, when I'm soloing, stuff dies before 30 seconds comes up so it's not even useful for that).



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