Quote Originally Posted by EasymodeX View Post
PH does not clip in any of the setups at 2.4s GCDs. In the simple rotation the PH is cast at t=2.4 and 21.6. The difference is 19.2 seconds. PH is an 18 second DOT. You'd have to drop the GCD below 2.25 or something to clip PH. In the IDC-anchored rotation with no FR, PH is cast at t=16.8, 36, and 55.2. Again, 19.2s spreads.

You probably want to review how you're assessing DOT/buff timing.
I didn't say they did clip at 2.4, remember that we want to assess how the various rotations compared when they do start clipping DoTs. Once rotation B stats clipping DoTs it will clip at every Phlebotomize, and already clips the Chaos Thrusts.

The simple rotation has the best "not clipping when scaled with more skill speed" characteristic since it has the lowest DE and CT uptime.
It also has the lowest p/s. And when it does start clipping it will again clip every Phlebotomize.

I'm gonna go ahead and address / call this out now: this is a fallacy and you need to stop leaning on it to justify vague assumptions and your personal preference. DOTs are not inherently better with lost contact time. The key is how much potential damage is unloaded per GCD of contact time.

In games where the DOTs do "5000" damage compared to a direct damage GCD of "500", then yes "keeping up the DOT during loss of contact" matters. However, this has nothing to do with the player being out of range of the boss with DOTs ticking, directly. It has to do with the fact that it was your last chance to unload a GCD, so you want to unload a "BIG" GCD -- the 5k DOT, not a 500 damage strike.

In FF14, the DOTs are not hyper-efficient per GCD. Hell, untraited Fracture is barely efficient at all.

In this game, hitting a buffed Fracture is 253 potency. Hitting the Vorpal Thrust is 242. If you're about to lose contact with a boss, neither attack has a significant advantage. There is no "DOT advantage". There is only "the biggest GCD I can use before the boss is too far away".

The only DOTs that you should concern yourself with in terms of "must refresh before losing contact" are CT and PH, and only if they are running out soon (and in CT's case, if you can even finish the chain before you lose contact -- in all likelihood the only real decision would be to refresh PH or use something else like ID-DE, or a loose ID).
These comments surprise me as I'd hoped things would remain rather reasonable in this thread. Either way, I'll try to address your comments without assuming you're resorting to personal bias as I would've liked to have had extended to myself.

The problem with your comparison of Vorpal Thrust to Fracture is it assumes in the GCD's you actually have to hit the boss you get to use Vorpal Thrust, however this ability must be preceeed by True Thrust first. If you have a single GCD with which to hit something and produce the highest potency then Phlebotomize is your most efficient ability with a total of 337 potency. The second? Fracture, with 253. After that it's rear Impulse Drive. No matter what argument you want to make, if you have only a few abilities to use before a boss teleports away you won't use TT-VT-FT, you'll use Phlebotomize and Fracture and then move into Impulse Drive - Disembowel - Chaos Thrust.

The reason is priority. If the boss (or you) moves after 1 GCD, you've used your highest potency ability. If it moves after two you've used your next highest (Fracture). If you moved into Impulse Drive right after Phlebotomize and you then had to move out immediately, you've sacrificed potency to try to move into your IDC combo. You can design rotations for FFXIV, but when it comes to choosing the structure of those rotations they must be based around priority. In terms of potency your priority is to get Phlebotomize and Fracture up as soon as they come off because they are your highest potency skills that don't require a combo.

Either way I fear the discussion between us is beginning to devolve and so I'll leave it here. I did enjoy it though.