If you check my math (and if you have a problem with it tell me and I will look at it again), you will see that Rindomaru would uncap and have a lower pDIF sooner than Hagun. So as defense increases Hagun will pull ahead in damage. And you are right that fSTR will increasingly favor Hagun, but remember that is also multiplied (I am not looking at the formula right now, but I am pretty sure I am remembering it correctly) by Hagun's TP bonus.
In the end you are right though, it's not going to be a monumental difference. It's not a monumental difference between Rindomaru and Hagun to begin with. Like I said in the first thread, a very good Rindomaru will beat Hagun on Greater Colibri, but as defense increases and fSTR decreases this will disappear and will increasingly favor Hagun because of the way the damage formula works.
There is very little in this game that has a monumental difference. Really, if you look at 99% of decent end-game weapons the difference is only going to be a few percent.
You'd have to link me to the math, as I'm not really going to dig through that entire thread for it.
You guys blow
Hagun vs. Rindomaru
Hagun:
+20% WS damage
+Any sacrifice Rindo has to make (all have their own +% damage, of course)
+Any other augmented stat
Rindomaru:
+25% WS frequency
+2 DMG on TP phase (a bit more than 3% during TP)
+2 DMG on WS phase (less than 1%, I'd say)
+Any other augmented stat
Here's my analysis of it, for people.
http://ffximath.risen-guild.com/?cat=5
And I think the biggest difference will be Meditate and/or Meikyo. I wouldn't touch a Rindo in Arrapago, Bhaflau, or SSR for Salvage. It's much nicer just needing any 2 of 3 cells to get your hit build than requiring 3 different cells. And ya, you can get all 3 cells needed for Rindo in all 3 zones, but for example in Bhaflau, farming less on first floor (just kill a few Wamoura) gives more time on ramparts. In SSR, may get all 3 cells at a decent point, but still, see below (running time/etc).
In Limbus with restore chests, and time running, you easily get enough use out of meditate to push Hagun over the top. In Einherjar, the 300TP + meditate up at the start will again make Hagun a better choice. In Dynamis, results may vary based on how fast your shell pulls, but if you find yourself sitting there for 30-45 seconds between pulls, Hagun should still be pulling ahead. I could continue to list things where you sit and wait, or get TP before you start, all the KS fights, ISNM, etc, but what's the point? And for merits...well, bird camps are still the best exp/hr, and pole is the ideal weapon there.
I guess I think Hagun is just a more versatile choice, and will be better in more that you do, in my personal opinion. I won't deny that a perfect Rindo has a higher potential in the few places where you can actually put it to use.
You said you need to WS in a lot of store TP, but if you use the gear set listed on my FFXIAH profile that I've linked to numerous times, the only difference in WS build would be Hachiman feet (Even NQ work). Since you already have all the math done can you plug this set in for me? (It's all gear I have already..)
Would the 3~4% haste you could possibly loose due to changing hand pieces make up for all the lost STR during WS?
Also, subbing DRG's effect on the outcome.. gaining 40TP from your 2 jumps instead of 34... IdK D: forget it lol.
I said you have options, to either TP with more StoreTP, or WS with excess storeTP. Dropping 3% haste is losing over 5% in total damage. There is no possible way for a few STR to make that up, I really have 0 desire to do the math. There may be better solutions out there to what I listed (at the very least, I had hume satchet + usu feet for WS, which is actually flat out worse than white tathlum + hachi feet for any attk capped WS), but dropping haste is most definitely not 1 of them.
As for dragoon (and haste in general), Rindo favors as much haste as possible. If you are missing any haste buffs, Rindo will fall behind more (meditate will make up a larger portion of your WSes).
For DRK zerg while using a 2 handed weapon.
Pole Grib vs Axe Grip vs Sword Strap?
Sword I'd assume.
I guess it would depend on the weapon, I thought it was said before that Pole was best for Fort Axe and obviously it would not be a good idea on BZ, not sure if Rune Chopper is worth mentioning.
Nah, sword beats every other option for any 2H zerg.
11int or 5 MBD(base 12 MDB) for lowering magic damage, not resisting?
It depends of the mab of the caster (if its casted magic), generally blm mobs have 1.32 mab and even if they cast higher tier magic with 2.0 multiplier, that's -2.64 damage per INT, so 29 damage total. In this case mdb 5 is better is you take > 678 damage (before mdb/t are applied).
If it's lower tier spells, with low multipliers (1.0), and same mab (1.32), it will save 14.5 damage. In this case mdb 5 is better if you take > 339 damage.
Idk about aoe magic, but if you assume it's 1.0 mod and 1.00 mab, you're looking at 11 damage so mab5 is better if you take > 257 damage.
Insurgency vs Guillotine?
Can't really find much info at all on Insurgency, mostly just read that its about Guillotine level, but randomly spikes up in damage.