Quote Originally Posted by EasymodeX View Post
For most rotations the potency-per-second actually dropped by using Straight Shot, because the buff is actually pretty weak, the attack itself is weak (140, so you need to gain over 60 potency from the buff to match your filler to break even), and using it caused a loss of uptime of other buffs (like Heavy Thrust).
Even if we assume the same PPS for the "LNC" (+SS) and "DRG" rotations, take the next step:
A LNC with 450 STR has a potency coefficient of 126.0. A DRG with 470 has a coefficient of 130.6. That's roughly a 3.7% increase in damage from the STR. Ref:
http://valk.dancing-mad.com/?page_id=179
The Raging Strikes buff is up for 20/180 = 11% of the time, and adds 20% damage. That's +2.222% average damage.
DRG STR bonus > Raging Strikes (although Raging Strikes is still good for burst damage situations)
Straight Shot is a wash at best (or a DPS loss at worst).
The net result is that the DPS of a DRG is going to be ahead 0-2% of the DPS of a LNC using straight shot ... without counting jumps. Jumps aren't the best DPS increasers in the world, but they do increase DPS.
Edit: Jumps add in the general ballpark of 4% total damage.