Quote from Chromatic;331830:
i didn't, just wanted to point out because there's people that change to DK because they want to be CKs even though they're pure melee. That's why I've bolded just that sentence and not the whole thing
Wait, you weren't being sarcastic?
The differences between the two transformations aren't big enough to consider a character ruined. If you're melee and go DK, even with a low STR roll you're still doing more damage than if you were not transformed. And since you're getting a low STR roll that means INT is at least medium roll, possibly high roll. Along with INT comes a crit boost, which is valuable.
DK also gives a ton of HP and MP (mana shield) that makes you able to survive more punishment than not being transformed. This can be valuable to any melee player when situations get out of control.
You can also use HP pots to remain transformed for ridiculously long periods of time. A paladin might be slightly stronger for ~5 mins than the DK, but the DK can be stronger than the untransformed human for the whole day, several missions in a row.
Melee players that regret going DK are fools.
As for the mage side of things, where the advice typically points to go DK:
Paladins still get a boost to MP, even if it isn't as big as DK's. Paladins still add to your survivability in bad situations, and even offer more defense/protection. An end-game mage is going to be very tanky with mana shield, heavy armor, and a shield anyway, and paladin adds onto that in a very helpful way. Further, paladin's passive defenses, particularly paladin heavy stander, are stronger than DK's and activate quite often once all three are rk1.
Using things like persona, stagelight boost, and lots of INT-boosting skills, it is possible to hit 999 INT outside of transformation. In that case it doesn't matter what roll DK gets for INT, the paladin will have equal offense.
In short, both trans are good for all character types. It really is more about style/looks than anything else. The mechanical nuances are small and trivial at best, with the onyl real exception being the option to go infinite knight via DK (which, if you can make good use of it, is far more important than a few points of damage her or there).