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.
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!
Umm you can't simply discount fracture for warriors. Its 30s compared to paladin's untraited 18s. The sole fact that you wouldn't need to refresh it as often would make it significantly superior for warriors.I didn't use fracture because that is in both rotations for war and pld and as I explained that nullifies it's damage. I did use CoS and SW because they are unique to pld. Time control is set via globals and as long as I did relatively well in my rotations it shows the true perspective of damage.
I didn't max DPS because as I said it is a comparison not an attempt to max DPS.
I didn't know there was a parser, I didn't look for one, I didn't want to write a hook into the game and take time to do that, and I wanted to run the controls for myself.
Did you even read the post above I explained almost all of this.
Of course I read the post, that's why I opened with FOR CLARITY, and listed all of the ways you did NOT account for randomness in your experiment. People have already mentioned the Improved Fracture, so that's fine. If you didn't want to use a parser that's on you. Time control is set via globals for special attacks, what about auto-attacks? Why not just set a stopwatch, and do the rotation until it beeps instead of counting rotations.I didn't use fracture because that is in both rotations for war and pld and as I explained that nullifies it's damage. I did use CoS and SW because they are unique to pld. Time control is set via globals and as long as I did relatively well in my rotations it shows the true perspective of damage.
I didn't max DPS because as I said it is a comparison not an attempt to max DPS.
I didn't know there was a parser, I didn't look for one, I didn't want to write a hook into the game and take time to do that, and I wanted to run the controls for myself.
Did you even read the post above I explained almost all of this.
Also you said you wanted to compare DPS, I don't understand how you compare POTENTIAL(theoretical upper limit) without attempting to maximize. If you were to compare tanking rotation, then you have the WAR rotation wrong.
And I'm not arguing your results btw, I have no dog in this fight. I have both tanks at lvl 50 with relic, and ST damage is not something that usually concerns me. Just pointing out some flaws in the methodology. But I seriously can't wrap my head around trying to compare damage potential w/o attempting to maximize that damage, in tank stance or out. Heck, as OT war I almost never use Butcher's Block that often because there is no need to fight for aggro and I maintain maximum uptime on the Eye/Path debuffs.
Last edited by Hitokirinomad; 03-30-2014 at 11:14 PM.
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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