[SIZE="1"]
Paladin
Melee Damage (109-134)
Average Melee Damage (129)
Ranged Damage (84-134)
Average Ranged Damage (124)
Critical (5%)
Melee ADACT (134)
Ranged ADACT (129)
Dark Knight
Average Melee Damage: 75
Activation rate: 25% Strength Bonus (360) Damage (108-144) Average Damage (136) Average Contribution (34)
Activation rate: 25% Strength Bonus (200) Damage (60-80) Average Damage (76) Average Contribution (19)
Activation rate: 50% Strength Bonus (120) Damage (36-48) Average Damage (45) Average Contribution (22)
Average Ranged Damage: 92
Activation rate: 50% Dexterity Bonus (360) Damage (72-144) Average Damage (129) Average Contribution (64)
Activation rate: 25% Dexterity Bonus (200) Damage (40-80) Average Damage (72) Average Contribution (18)
Activation rate: 25% Dexterity Bonus (120) Damage (24-48) Average Damage (43) Average Contribution (10)
Average Critical: 22%
Activation rate: 25% Critical (36%) Average Contribution (9%)
Activation rate: 50% Critical (20%) Average Contribution (10%)
Activation rate: 25% Critical (12%) Average Contribution (3%)
Melee ADACT (97)
Ranged ADACT (114)[/SIZE]
http://wiki.mabinogiworld.com/index.php?title=Transformations
Paladin will generally provide greater melee and ranged damage than Dark Knight. If you use melee/ranged frequently, you'll absolutely hate intelligence rolls. Dark Knights obtain a large amount of critical from transformation but it still doesn't beat the sheer offensive boost from being a Paladin.
Dark Knight is the choice for mages. You can net a huge amount of mana and intelligence as a Dark Knight. A 180% int roll will boost magic damage by up to 18%.
Defensively the Dark Knight has far greater mana and health compared to the Paladin. The Paladin transformation gives the player up to 15 defense and 6% protection. That makes Paladin the better transformation when used with Wings of Eclipse. Otherwise, you really can't argue with up to 1300 health and up to 600 mana combined with Mana Shield.
Dark Knights also enter disarm state which slightly increases the duration of their transformation unless they bring the resources to maintain their health reserve. You'll rarely take advantage of the disarm state but it's an option.
Generally,
Melee: Paladin
Range: Paladin/Dark Knight
Magic: Dark Knight
Alchemy: Paladin/Dark Knight