Red Hot and Deep Blue

Please note: This is a naive implementation which I intend to improve over time. Information on the methodology can be found at the bottom of the page.

The Balance - Melee

Opener:

Job Average Max Total
Samurai 1564444 2176525 212
Ninja 1457672 2211771 174
Dragoon 1340662 2020541 256
Monk 1211763 1747506 205
DarkKnight 1126305 1577780 418
Viper 1008206 1653367 313
Reaper 970428 1483447 174
Warrior 860154 1131539 258

2M Burst:

Job Average Max Total
Ninja 1154090 2248799 718
Dragoon 1116077 2503933 1070
Samurai 1106182 2447204 889
Monk 1057704 2119005 858
Reaper 996814 1910638 739
Viper 991023 1868696 1299
DarkKnight 881818 2020246 1742
Paladin 691556 1631135 2033

The Spear - Ranged

Opener:

Job Average Max Total
Pictomancer 1405582 2242447 192
RedMage 1103108 1571278 202
Machinist 1090277 1416672 215
Summoner 958760 1542933 102
Dancer 883503 1531939 326
BlackMage 883387 1283204 300
Bard 828445 1288583 171
Ninja 664257 1081948 174

2M Burst:

Job Average Max Total
Pictomancer 1089782 2231372 733
RedMage 964597 2081487 780
Machinist 919917 1985392 839
Bard 917976 1826126 647
Dancer 915998 1761585 1271
Summoner 783938 1947193 395
BlackMage 751362 1520487 1175
Ninja 545739 1105590 666

Methodology:

Windows in a fight are only counted towards the total tracked average if the boss is killed.

If a card is played within thirty seconds of the fight starting, the window is considered a part of the opener.

Every time a card is played, the card calculator checks the damage done during the duration of the card by all players. This is compiled into an average (mean) based on the total number of windows checked. Maximum and averages are currently both being calculated at the moment the card is played. In the future, I will include data from the 'ideal' card uses that the card calculator finds.

Every time the average is updated, it's re-calculated using the following:

new_average = old_average + (damage_from_damage_window - old_average) / (number_of_data_points + 1)

Changes I'd Like To Make:

  • Ignore outlier data, specifically if the damage is exceptionally low compared to the existing average. This would help with any windows being ended early beacuse of killtime, or any deaths on clear runs.
  • Incorporate the 'true' optimal target which the calculator calculates.
  • Consider whether a window has a pot active or not.