Top DPS parses for MNK (read: optimal output) involve slapping a target with Demolish, Touch of Death, and Fracture while Dragon Kick and Twin Snakes are both running. You perform even better if someone pads your DPS (the way they do on ffxivlogs) by applying DK for you as a slave so you can Critshine 100% of the time.
Critshines, True Strikes, Snap Punch, offensive GCDs like Blood for Blood and Internal Release, all of that is par for the course but really when you look at MNK what you're looking at is "(de)buffs are up, DoTs are up" which amounts to the aforementioned.
Of the DoTs, Demo takes priority, then ToD, then Fracture. And Fracture is such a minuscule addition to DPS in exchange for increased difficulty in TP management that it's not recommended unless you're progression raiding and you REALLY need to eke out every hit point of damage you can.
ToD is a total potency of 270 if the DoT ticks to completion. If you ignore criticals on Bootshine and True Strike, that's more potency than every single-target weaponskill a MNK has with the exceptions of Demolish (420 from rear; 380 otherwise), Tornado Kick (330), and Forbidden Chakra (320). So unless you can guarantee a crit (which only really happens with Bootshine-from-rear) or are otherwise anticipating crits from IR, ToD delivers more potency than everything in the standard rotation.
tl;dr: ToD is standard for optimal MNK DPS on a high-HP target. Fracture is the optional weaponskill, not ToD. If you're just burning trash, you're hitting Rockbreaker, Howling Fist, and Elixir Field while spreading DK and Demo with upkeep on Twin... there's barely enough room in there for ToD unless party DPS is really low.
Citation: the DPS class/job that I main and make it my business to know.
Critshines, True Strikes, Snap Punch, offensive GCDs like Blood for Blood and Internal Release, all of that is par for the course but really when you look at MNK what you're looking at is "(de)buffs are up, DoTs are up" which amounts to the aforementioned.
Of the DoTs, Demo takes priority, then ToD, then Fracture. And Fracture is such a minuscule addition to DPS in exchange for increased difficulty in TP management that it's not recommended unless you're progression raiding and you REALLY need to eke out every hit point of damage you can.
ToD is a total potency of 270 if the DoT ticks to completion. If you ignore criticals on Bootshine and True Strike, that's more potency than every single-target weaponskill a MNK has with the exceptions of Demolish (420 from rear; 380 otherwise), Tornado Kick (330), and Forbidden Chakra (320). So unless you can guarantee a crit (which only really happens with Bootshine-from-rear) or are otherwise anticipating crits from IR, ToD delivers more potency than everything in the standard rotation.
tl;dr: ToD is standard for optimal MNK DPS on a high-HP target. Fracture is the optional weaponskill, not ToD. If you're just burning trash, you're hitting Rockbreaker, Howling Fist, and Elixir Field while spreading DK and Demo with upkeep on Twin... there's barely enough room in there for ToD unless party DPS is really low.
Citation: the DPS class/job that I main and make it my business to know.