A RNG friend whose opinion actually counts told me he kinda held /SAM and /WAR equal for most events where he can stay out of imminent danger, so long as you didn't need to go with some of the more lame sTP options to make it happen. He definitely mentioned that sometimes being able to nail a mob (thus pulling hate) was just not the best decision, and if you have to fire a couple times while waiting for the moment to be right, /WAR has your back where /SAM just smiles and looks pretty.
This is generally accurate. /SAM's main (offensive) advantage over /WAR is the ability to spam (such as it were) WSes, and if you aren't able to shoot WSes at 100 TP (be it for safety or accuracy reasons), /SAM is basically /NIN with less reliable shadows.
That being said, unless you are perfectly precise with your hate calculation, it's nice to have Seigan+3E in your pocket for when
(not if) you eventually do pull hate.
He also said on /WAR he kills every other mob in dynamis, and /SAM doesn't pull ahead and make it every fight unless Meditate/Barrage is up.
I'd have to question the effectiveness of the other DDs.
Even as /SAM, it's tough for me to fire a WS every other mob. I hate playing /WAR (or /NIN) in Dynamis specifically because it takes too long to build TP on the other SJs. Plus, it's pretty dangerous for /WAR to open fights with WS, whereas /SAM can open any fight with 3E+WS without worry.
Acids or something? Coulda sworn they got resisted... everywhere.
Acids work great in Dynamis, Limbus, most ZNM mobs, sky/sea farming... pretty much anything that's LV85 or lower.
Holy bolts work very well on most of the same, and are actually better on several mobs of note (if your holy effect is more than 21 damage for every 100 points of physical holy bolt damage, holies are more damaging than darksteel).