I/L pros and cons:
pros/advantages over F/P:
1. Crazy vertical and horizontal range with CL (very good for hitting multiple platforms at bearwolves and very good at zakum/czakum/ht/cht), CL has 20% crit (F/P's paralyze does not)
2. In GMS, CL currently hits 6 times to Para's 4 times (this will change with an upcoming update, when para will start hitting 6 times too like it is now in KMS)
3. (GMS) When Glacial Chain (IL) and Mist Eruption (FP) both do max damage, GC will be doing ~12m damage every ~10 seconds, while ME will only be doing ~6m damage every ~10 seconds. After the latest updates in KMS, ME was changed to hit 8 times from 6, so even when this comes to GMS, IL AMs still have a 4 mil damage advantage
4. (KMS) IL AMs start to overtake FPs with an average range of ~54k (can someone like [MENTION=535]JoeTang[/MENTION] confirm this?). However, there may be a catch with this that I'll elude to later.
5. CL gives you 88 casts per minute (with booster), while Para gives 84 (with booster).
cons/disadvantages over F/P:
1. Crappy/limited DoT.
2. Less variety in attack skills, more spamming. (Whether this is a pro or con can be arguable though since it's a matter of preference).
3. If you're not very funded, F/P wins in DPM due to ME's ability to easily hit cap. So in the earlier levels of 4th job, F/P will usually outdo I/L in damage by far.
F/P pros and cons:
pros/advantages over I/L:
1. Unique way of attacking (DoT skills), DoT damage is huge compared to ILs' DoT, DoT ignores 100% of PDR - a huge advantage at bosses with high PDR (I presume this may come into play even when I/L has higher than 54k range - so that's the catch).
2. DoT has no cap.
3. Even with low funding, Mist Eruption can have the capability to hit max damage, so this is a perfect class for low-funded players trying to do the most damage with the worst equips.
cons/disadvantages over I/L:
1. (GMS) With moderate-to-high-funding, CL (6 hits) > Para (4 hits) in damage, crit, and range capability. In KMS, however, they are pretty close to each other in overall effectiveness since Para has 6 hits.
2. In high funding, GC (~12 mil) every 10 seconds, outdoes ME (~6 mil every 10 seconds (GMS), ~8 mil every ten seconds (KMS)).
3. If you're very funded (at least 54k TBD), I/L wins in DPM.
Conclusion: they are generally very close to each other in terms of DPM but different in playing styles, yet both can be fun.
pros/advantages over F/P:
1. Crazy vertical and horizontal range with CL (very good for hitting multiple platforms at bearwolves and very good at zakum/czakum/ht/cht), CL has 20% crit (F/P's paralyze does not)
2. In GMS, CL currently hits 6 times to Para's 4 times (this will change with an upcoming update, when para will start hitting 6 times too like it is now in KMS)
3. (GMS) When Glacial Chain (IL) and Mist Eruption (FP) both do max damage, GC will be doing ~12m damage every ~10 seconds, while ME will only be doing ~6m damage every ~10 seconds. After the latest updates in KMS, ME was changed to hit 8 times from 6, so even when this comes to GMS, IL AMs still have a 4 mil damage advantage
4. (KMS) IL AMs start to overtake FPs with an average range of ~54k (can someone like [MENTION=535]JoeTang[/MENTION] confirm this?). However, there may be a catch with this that I'll elude to later.
5. CL gives you 88 casts per minute (with booster), while Para gives 84 (with booster).
cons/disadvantages over F/P:
1. Crappy/limited DoT.
2. Less variety in attack skills, more spamming. (Whether this is a pro or con can be arguable though since it's a matter of preference).
3. If you're not very funded, F/P wins in DPM due to ME's ability to easily hit cap. So in the earlier levels of 4th job, F/P will usually outdo I/L in damage by far.
F/P pros and cons:
pros/advantages over I/L:
1. Unique way of attacking (DoT skills), DoT damage is huge compared to ILs' DoT, DoT ignores 100% of PDR - a huge advantage at bosses with high PDR (I presume this may come into play even when I/L has higher than 54k range - so that's the catch).
2. DoT has no cap.
3. Even with low funding, Mist Eruption can have the capability to hit max damage, so this is a perfect class for low-funded players trying to do the most damage with the worst equips.
cons/disadvantages over I/L:
1. (GMS) With moderate-to-high-funding, CL (6 hits) > Para (4 hits) in damage, crit, and range capability. In KMS, however, they are pretty close to each other in overall effectiveness since Para has 6 hits.
2. In high funding, GC (~12 mil) every 10 seconds, outdoes ME (~6 mil every 10 seconds (GMS), ~8 mil every ten seconds (KMS)).
3. If you're very funded (at least 54k TBD), I/L wins in DPM.
Conclusion: they are generally very close to each other in terms of DPM but different in playing styles, yet both can be fun.

