Ya, a lot of talking past each other going on.
The Wrish vs. Tyche experiment was indicative of nothing since Wrish's idea for melee RDM--which guided Tyche's RDM partner--focused on an overkill of accuracy to make offhand club work, plus no Suppa and no real Haste gear. It was doomed from the start. Plus, picking a parser fight with a MNK is a silly exercise for any job.
The answer to that question has no bearing on the performance of the items listed, so no. If you're referring to Tamas Ring and Magnetic Earring, those are nice convenience items but don't increase a RDM's backline power in any way that Loq/Relaxing/Aqua/Snow don't (CMP+5 reduces MP consumption over time by about 1%).Don't you think a meaningful test should only include the use of gear that an rdm who doesn't suck at everything else their job entails can use? I can't imagine any RDM-Mains taking hollow earring and the rest of those incredibly poor gear choices.
In my particular case, I selected Rajas and Hollow for THF. "Why don't I just get my melee fix on that job?" Well, I do. RDM melee is a very different style and it's fun. This is a niche topic. Introducing evidence and analysis is welcome, but taking a discussion-nullifying posture just makes you a wet blanket. Move on to the next thread if this one doesn't intrigue you.
It's 3 points less than MNK/SAM/NIN, and I don't see them advocating a ton of +STR for TP. En-element creates a different style of damage, hit frequency is everything.You'll have negative fSTR compounded against you hugely every swing
Indeed, the 19 skill gap is a significant challenge. But I think people are making too much of the "RDM has no native DD traits" point when they have En-element. How much Attack does a NIN need to raise per-hit damage by 28-30? I'm guessing quite a bit. People use this to rag on other jobs too: "THF can't DD because they have to choose between Dual Wield and Berserk." That's true, but other jobs don't get Triple Attack, SA, TA, etc. Selective omission of the facts won't give you an accurate picture.Thats like a 40 point attack advantage
Sheer quantity of hits is a scary thing. Provided Haste spell + 1 March, all frontliners will make about 1.35x the standard number of swings. A melee who equips 20% Haste gear will ratchet that up to about 1.85x which makes the gear alone worth about +37% swings. RDM is by no means unique in that aspect since other jobs can equip 20% Haste, but using weapons that deal 60-70 damage per hit (half physical, half magic) with an effective 142/119 Delay after Suppa is something that I would think overcomes a good chunk (not all) of the 19 point gap in combat skill. At least enough to earn more consideration than a dismissive spitwad.
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