I did include the init reductions as damage % reductions - which effectively they are. I applied them after the base damage reduction - because this is (broadly) how they effectively work.
As I said though... I believe that I quite heavily underestimated the effects of evades - and I didn't include any AAO debuffs (e.g. blinds) in there.
The contribution of the Damage Debuffs has always suffered from this effect, which is one of the reasons why you'll often see team or raid leaders looking for Docs/Crats for init debuffs... but very rarely see them looking for MP damage debuffs. Effective %age reductions are generally more effective than absolute value reductions.
Another area where they'll be really useful, will be soloing though - as they always have been. But note: the present 920 + inits debuff from the 3 debuffs added together can be maintained 100% of the time. But the new ones give 2300 1/3 of the time, which is an average 766 over time... so actually less than the existing debuffs give.
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