1) Holding aggro. If you really need +ATK and +ACC to hold aggro consistently, then something is wrong there.
The average Paladin's aggro management consist of A) Provoke, B) Job Abilities, C) Magic. However, the only one that you can consistently use in a timely fashion is Provoke. Job Abilities have 5 minute timers which means they're only good in a pinch and cannot be used in every single battle unless you're taking too long. Magic is MP based and MP availability depends on a PLD getting Refresh the maximum MP pool. Assuming you're getting Refresh every battle (like you should) the only race that doesn't have to worry about managing MP tightly is Tarutarus. While Humes and Mithra have a fairly large MP pool as is, they still require mangement to generate the aggro needed to hold through
the strongest attacks. Don't get me started on Galka and Elvaan =P.
While provoke is constant and is on a short timer, the problem with the other two is that they have much longer downtimes which means they aren't available in every single battle. By adding +atk and +accu, you not only ensure you hit mobs to gain the effect of +enmity on our AF but also dealing damage in the process which in turns generates aggro. If you haven't noticed already, aggro is generated in proportion to how much damage is dealt or restored (it's a conversation into some sort of number but I haven't bothered figuring out the measurement and full mechanics for it) . If you're able to swing for 25-50 damage a hit on top of normal provoke/flash/JA/Cure routines, it lessens the gap in aggro between a Paladin and a Damage Dealer. Ever wonder why Paladins complain about Rangers doing one Sidewinder then stealing aggro from the Paladin really hard? It's because the gap in aggro becomes much wider as the DD deals damage and and the PLD takes it (and doesn't deal it). While our normal abilities keep the attention of the mob, they only serve as a containment until the breaking point (usually a WS or MB). By swinging and dealing damage, you server to help keep up your aggro index close to that of a DD and so when the breaking point occurs, it isn't a huge difference.
Let's assume that for every 10 points of damage dealt or recieved, you have a +1 to aggro (I'll just refer to it as Enmity Index to be consistent and be able to measure the bonuses from our AF). On this sort of scale, Provoke could roughly be about +40, Flash would be about +35, Sentinel about +40, and Shield Bash about +25. Cure Magic would work on the same principle that for every 10 damage dealt or recieved, it's +1 to the Enmity Index.
My battle routine usually is Flash -> Provoke -> Cure (usually Cure IV) -> Provoke rinse and repeat. I normally don't use JAs unless I need them.
Provoke = +40
Flash = +35
Cure IV = +36 (assuming I tag a full Cure IV).
That gives you 111 Enmity Index as a starting base.
Assuming I focused heavily on VIT and DEF (with a few pieces of Accu that are generally accepted by all like the Lifebelt), I would hit for like 0-10 or 15. For every connect, I would get +8 to the Index due to AF and an additional +1 for every damage up until 15.
That's a +8 or +9 every say, 2-3 seconds? With just the Lifebelt, my hit rate barely scratches in 5/10 more like 4/10 most of the time. So assuming the swing is 3 seconds. For everywhere 30 seconds, I'd only get +32 or +36 added to my Enmity Index based on
my hit rate (and without Double Attack). Say a mob hits you for about 80 a hit in the same timeframe. Mob hit rates are much higher getting into the 8/10 range. Assuming the mob swings/bites/claws/onion punches us at the same speed. At that hit rate and damage, it's a -64 to our index every 30 seconds.
111 + 36 = 147
147 - 64 = 83 after 30 seconds of battle.
Using a RNG as a DD. Assume they launch an arrow every 4 seconds for about 120 damage. Assume they hit 5 or 6 shots out of a possible 7 in 30 seconds.
6 x 12 = 72 based on pure damage alone (Landed hits have natural enmity but I can't say for certain a number for each tagged hit, so it's not factored in).
83 vs 72 is only a small margin between the PLD and the RNG. Assuming the growth is constant , the margin of aggro gets a little wider every 30 seconds. Now, 2 minutes into the fight, a RNG pops a good 900 damage Sidewinder.
With these being constants every 30 seconds.
PLDs would have 332 and the RNG would have 288. Now, add +90 (not including enmity from landed hits) to the RNG's Enmity Index and it's 378. Assuming the RNG is subbed NIN and has utsusemi up, they won't lose any from their total because they aren't taking damage. At this point, it'd take 2 full JAs or a JA and a full Cure IV to bring it back.
Switching gears, I do my current gear setup.
As I stated before, I do roughly 25-50 damage, and land about 6/10 up to 7/10 (on occasion) of my hits. Hitting 7 times in 30 seconds would net me 56 Enmity just based on my AF Enmity alone. Factor in an average of +3 for the average 30 damage I do that that's another 21 to the Enmity. As I stated earlier, the mob hits me for about 10-15 more damage points which equates to +1 per hit on the scale I stated above.
111 + 77 = 188
188 - 72 = 116
Assuming the RNG does the same as in the previous example:
PLD: 116 vs RNG: 72.
It's a much bigger difference in Enmity Index. Now, with the 2 minute situation as I used in the later part of the previous example.
PLD: 464 vs RNG: 288 + 90 (Sidewinder) = 378
I'm still on top of aggro instead of the RNG.
Now, I know you're probably going to say that this isn't plausible but this actually happened with a RNG friend of mine of the same level. I partied with about a week and a half ago. I generated so much aggro through Landed Hits, Damage, and normal PLD techniques that he could land Sidewinders for 700-800 damage without the mob grimacing towards him. Most PLDs couldn't hold aggro through that or at best could make the mob turn towards him several seconds afterwards.
Yes, I know the numbers are made up but they're used to illustrate the point I'm making. The trade-off in damage taken and aggro generated is well more than worth it allowing for the other classes to deal more damage without worrying about getting killed.
Also, I'm not actually factoring in a number of different things like Enmity generated by skill activation, critical hits, Double Attacks, and etc =P.
2) Lessening damage. More Vitality, more HP and more Defense are all that should matter to a Paladin if you're holding aggro through the entire fight. Defender, Sentinal, Rampart, should always be up when their timer comes up. Berserk should only be used right after you were attacked, then dropped before attacked again as a hate spike tactic.
Lessening damage is, to be frank, 2nd or even 3rd on a PLD's list of important matters.
Holding aggro and allowing DDs to maximize their damage is the most important factor. Second would be keeping everyone alive until the end of the fight by taking the damage for them. Lessening damage is a distant third.
Yes, I agree that reducing damage taken is important but it's not as important as holding the aggro. We already take better damage than all the other classes and giving up a few points to hold aggro better isn't much of a negative. Also, if lessening damage was so important to a party then a NIN tank would be up their alley. NINs don't take damage at all when played properly so they're better for that. People invite PLDs to hold rock-solid aggro and that's the most important thing we need to do.
Maybe your group needs as much DPS as you can because you have neither a RNG or BLM. So I can understand your tactic then, but in a high DPS party, all you should care about is holding aggro (which you shouldn't need +ATK, +ACC items for), not dealing damage. If you're holding aggro, then all you should care about is lessening damage.
"DPS" isn't the issue, it's about holding aggro for the other members of your party to deal the damage at full power. Most people have to hold back to not die from the aggro they generate. By holding aggro harder, it allows them to go full power and kill the mob faster. My "DPS" is piddly even with my current atk and accu gear (I can increase it but that requires me to go DD), I'm using it to produce the aggro for tanking not as a DD.
Also, nice way of dissing the other classes =P.
All the DD classes can do excellent damage even on par (not better but on par) with the almighty RNG but because there are so many mediocre or downright bad players out there, all the other classes get a bad rep. Most people think WAR gets shafted in the DD department when in fact a good WAR will compete easily as one of the top DD classes in the game. Anyone that has seen Kintaro in action can attest to this. Hell, Kintaro doesn't even use Ranged attacks which would make him even stronger as a damage dealer (even hitting 2-3 every 10 damage would make him stronger than he already is). Nightwing and Hogashi play the two classes that supposedly get a big shaft after 60 but they're still doing incredible damage. 650 Damage Skewers and 1000+ STDEs isn't anything to scoff at on Orcs.
The only class I will say that straight-out damages everyone else is BLM but they're limited by weak-bodies and MP =P.
I also don't like the DPS measurement of damage. Too miniscule and doesn't factor in a lot of things. I'd rather use the Average damage per battle measurement even if it has flaws too ;p.
Total meatshield tactics won't help you hold aggro when you want the other classes to go {Full Attack!}
I guarantee that your meatshield tactics and almost no other PLD could not hold through the damage that Kintaro, Hogashi, and Nightwing produced at full power that night.
Edit: Timing is important too but being pro-active and generating the aggro yourself is better if you ask me
Edit 2: I should clean it up a bit, if anyone is confused at what I typed lemme know and I'll clarify =P.