Godhands??? Is this even worth doing?
Debating on making one now especially with the addition of the new pet haste and master/pet hybrid items which allow you to cap pet haste without need for Othas. Does this make this weapon a valid DD option now or does it place Kenkonken back on the throne for DD which brings me back to my initial question.
I kinda view Godhands more as a MNK-focused weapon. If you get one anyway as PUP, hey, cool. But I wouldn't go out of my way to make them for PUP unless you're also going to use for MNK, or unless you're just in a group that doesn't have much problem doing all Aeonic clears. Even if I did have it on PUP, I don't really know that I'd use it that much over a tanking weapon (MUCH more likely) or KKK/Ohtas. (I don't have Godhands, but aside from CP parties I don't use my KKK/Ohtas too often now over my tanking weapons...)
If you're using Godhands on PUP, they're the best choice for pure H2H damage considering only the master. But these days it's nearly always better to do a hybrid build and take more advantage of the puppet, situations that favor KKK and Ohtas more. It's really going to depend on specific situations - target, buffs, party composition, etc... But in general I'd lean toward one of KKK or Ohtas:
Kenkonken:
1. If Mythic AM3 is reasonable to maintain, the OA2-3x affecting both master and puppet is pretty huge and the increase in attacks/TP generation for both master and puppet (potentially pumping out a lot of lv3 SCs) likely puts them over the top despite the significantly lower damage per hit/WS versus Godhands.
2. If for some reason you aren't getting capped/near capped magical haste, KKK's MA+50 is also a pretty big deal. I don't know about other people, but for me it's fairly realistic to assume that in party situations with real players (not something like solo/duo with trusts) I might not be always getting some combination of marches/haste/Geo using haste bubbles/etc. needed to cap magical haste.
So, MA gear can remain pretty useful even with 20/20 JP + 550 gift (an aside, this is generally the same analysis for MNK, since PUP's 20/20 JP puts it at the same base MA from traits+JP as MNK, plus PUP gets the extra MA+5 from 550 gift). Assuming full JP/Gifts, if you're only getting, say, Haste II (or Haste I + Mighty Guard), a non-KKK PUP will be able to use MA in every realistic slot and
still not cap delay reduction. Even a KKK user getting Haste II only will still need approximately MA+40 in gear from stuff like Mache Earrings, Hizamaru+1 head, maybe a Dispersal Mantle (at the significant cost of not using Visucius's), Cirque Necklace, etc.
Yes, capped magical haste changes things to where you won't need to use MA gear (assuming full JP/gifts)... but that does depend on getting that level of buffs. It's also a point where KKK actively suffers from going over delay cap and reducing TP/hit (though you may be able to account for this by doing something like asking mages NOT to haste you when getting 2x Marches).
Ohtas:
1. On very high level content (not that melee DD is typically that great of a strategy on such content anyway), accuracy may well be an issue and the master/pet Acc+70 is a ton - no other PUP weapon can match the accuracy.
2. Pet Haste+10% is also still significant for hybrid setups, as it allows for less pet gear and more master-focused pieces. For instance, with Ohtas (10%) + Visucius's (10% aug), you can cap automaton haste with a single additional piece that's also pretty good for the master; likely one of the belts, either Klouscap (8%) or Hurch'lan (5%) does the job.
For non-Ohtas, you'd be looking at something like Visucius's (10%) + Klouscap (8%) + making a little bit of a sacrifice in master TP generation from other slots to fit pet haste pieces from stuff like augmented Taeon, Thurandaut Ring, Rimeice Earring, etc. Not the end of the world, but it's a consideration.
Godhands:
Best scenario is going to be something like:
1. Melee is even viable in the first place
2. You can't replace that slot with a stronger DD (typically stuff like BLU DNC THF NIN, COR in the right setups, BST, and even 2handers, will still beat PUP+auto so would likely get priority)
3. You have adequate accuracy (i.e. near-cap) from Skill+269 that you don't need Ohtas's superiod skill+242/acc+70.
4. You have capped magical haste, rendering KKK's MA+50 irrelevant (or harmful)
5. Mythic AM3 is not easy to maintain full time (this isn't terribly unrealistic, H2H mythics can be quite a hassle in this regard, especially compared to something like DNC SAM with better TP generation tools).
6. You're OK sacrificing some puppet DD (from Ohtas Acc/haste, or KKK AM3), including the potential for more SCs and subsequent party MBs.
MNK Comparison:
For MNK, it's a much easier call to say that Godhands is your best choice, period. Glanzfaust simply isn't as good for MNK as KKK is for PUP, since PUP actually has a good chunk of additional DPS coming from the puppet that also gets access to the AM3. H2H AM3 is sort of a pain in the *** to maintain without exceptionally good timing or use of temps. MNK also gets more tools to enhance the H2H user's DD abilities than PUP (KA and Focus, both of which are further enhanced with JP, Impetus to do more damage per hit), and wider better gear selection (e.g. Adhemar, Dampening Tam, ammo slot).
Now, this doesn't mean PUP (master+automaton) doesn't still generate more DPS than MNK, especially in more SCs generated from two fighters... I'd actually expect PUP to perform better in most cases thanks to the current strength of the puppet easily making up the gap between MNK and PUP (master only). But the point is that MNK weapon selection is clearly easier since it's fully geared toward the H2H user only.