Went ahead and made a spreadsheet (well, Mathematica notebook) to try out a few different situations. These calculations attempt to be 100% accurate, accounting for all bleed clipping, etc. Here's a summary of some results:
Ca>D: Fully load caltrop and Detonate.
Sh>D: Fully load shrapnel and Detonate.
Sp>AB: Fully load spike and use Annihilation Bomb.
TB>FB: Time bomb / frag bomb cast.
Fast Charge Loading
With charges loading in 3 gcds (ie, 2 per GCD) and loading up to X charges we get the following dmg / gcd on 3 targets...
TB>FB (unclipped): 6.20k
TB>FB (clipped in 10-sec rotation): 5.55k
FB spam: 4.16k
Rotations and DPS on three targets:
Ca>D>Sh>D>Sp>AB ("carpet bombing rotation") = 7.18k DPS
TB>FB>Ca>D>Sh>D ("A") = 5.99k DPS
TB>FB>Ca>D>Sp>AB ("B") = 7.60k DPS
A > A > B = 6.53k DPS
If Carpet Bombing is used on CD then this gives sustained DPS of...
sustained = 6.79k DPS
And on 2 targets the sustained DPS would be... (eg, RK/Prince or Aky/Jornaru)
sustained (2 targets) = 4.61k DPS
Pros: Good DPS. Tight rotations that fit well with 10-second bleeds.
Cons: Maybe DPS is too much. Chemical Bomb is useless.
CB: 5.10k (now a DPS gain)
Ca>D>Sh>D>Sp>AB ("carpet bombing rotation") = 6.08k DPS
TB>FB>Ca>D>Sh>D ("A") = 5.24k DPS
TB>FB>Ca>D>Sp>AB ("B") = 6.61k DPS
A > A > B = 5.69k DPS
sustained = 5.85k DPS
sustained (2 targets) = 3.99k DPS
Pros: DPS is getting close to Stormcaller.
Cons: We aren't using Chemical Bomb.
TB>FB>CB>Ca>D>Shx2>D ("A") = 5.30k DPS
"B" rotation does not change because we want full Spike charge.
A > A > B = 5.73k DPS
sustained = 5.87k DPS
sustained (2 targets) = 4.01k DPS
It's a 20-30 DPS increase. Not worth it. Chemical Bomb needs a DPS increase still. If it's DPS is increased three-fold then we get... (on three targets)
CB: 15k (by far the highest DPGCD skill Sab's have, but only usable once every 10 seconds for a DoT that ticks for 500)
sustained = 6.01k DPS
sustained (2 targets) = 4.15k DPS
Which I think makes it worth it but not necessary.
Pros: Sab DPS is very close to Stormcaller. Chemical is worth using.
If frag has no cooldown (as it should), then the difference between TB and FB is nearly non-existent, and TB could be dropped in favor of FB. (FB > Ca > D > FB > Sh > D, for example.) This front-loads the damage more and lessens the chance the mob dies before Time Bomb goes off. However, doing this means you have to use FB in the middle of loading charges, which might justify sticking with Time Bomb for some people. Time Bomb is also still good for timing damage on people in PvP, so maybe it doesn't need to change. My testing with significant DPS boosts to TB (30%) only netted a 50 DPS increase on 3 targets, so the amount of buff needed to differentiate is probably not worth it given that a huge buff would create problems for PvP (unlike Chemical Bomb).
So based on these ideas if we want to go the fast-charge-loading route...
- Have some way to load two charges at once (still only up to a maximum of 5).
- Remove the cooldown from Fragmentation Bomb.
- Massively buff Chemical Bomb (e.g., +200%).
I think I'm done with this for a while now.