That was a mistype. I fixed it to "Also warrior gets Internal Release."
That was a mistype. I fixed it to "Also warrior gets Internal Release."
As a pure DPS check this works fine. In a real fight where you'll need to save brutal swing for stuns they should be about equal. Also in a fight where the tank needs to focus solely on taking the least amount of DMG possible, pld wins. They have more defensive cool downs and an extra mitigation proc with shield. War excels in pure DMG and pld excels in pure DMG reduction as we've all known for a while.
Also, fracture lasts longer for war than it does for pld which would allow war to do more DMG rotations before reapplying. So they don't actually cancel each other out.
Last edited by BazFamrit; 03-30-2014 at 03:47 AM.
Only gotten MRD to 20 or 21, can't remember right now, and I myself have known for awhile that after it got buffed, WAR had superior damage capability. PLD is about mitigation and WAR is about sustaining. It's at least good to see an "official" confirmation to know it was true.
this was simply to test potential not reality, that is too hard to test because it would be situational.
you are very correct about fracture and I didn't account for that. Oh well script is out there and can be modified to work with it.
Thanks for the work op, war FTW!

Hmm.. lets see.. so you are telling me that their DPS was within roughly 10%? Interesting... Storm's Eye anyone? Keep in mind that if the dummy had SE for PLD, their DPS is virtually identical (actually slightly in favor of PLD) as SE is an 11% damage increase for both PLD and WAR. Yes on it's own WAR will DPS higher then PLD because of this, but all this really means is a PLD/PLD tank combo will do less damage then PLD/WAR combo, which would be roughly equal to WAR/WAR combo.
As far as people talking Fracture, please just stop. Fracture is a TP starve for *minimal* benefit. It also increases risks of debuffs falling off (SE/SP) which are better kept up in nearly every scenario. It isn't bad to tack on for moments of transitions (when you aren't dumping TP into add pickup), but all in all you are splitting hairs if you think it is actually useful.
Hmm, really trying to find how and where this situation with tank doing DPS becomes relevant. I suppose it's like Twintania (pre-2.2) where you have 1 tank that is not taking actual hits, and need to burst DPS something (4 stack conflag in the Twin example). Also, has to be a situation where a tank needs to switch from taking hits to dishing dmg: If it was pure DPS the whole time, then you would just bring a DPS class.
Would be great if SE designed more fights that actually need this. But at this point I almost never see it happening.
This was strictly an exercise in could not implementation because of the people that kept fighting over the damage different I wanted to supply empirical data. The usefulness and likelihood this stands on it's own is dumb to even consider but just shows the numbers.
I only did this because of a conversation unrelated on another thread where someone got all pissy because I did some small test that showed paladin doing more damage on low health mobs and their theoretical numbers where dumb. I figured I did the numbers might as well share the results.
Hey, how bout we not make PSA about using bannable third party software -.-
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