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 1567637 2189329 221
Ninja 1462430 2211771 189
Dragoon 1347883 2020541 277
Monk 1200850 1747506 222
DarkKnight 1125232 1577780 454
Viper 1008273 1653367 343
Reaper 973905 1483447 182
Warrior 862647 1131539 282

2M Burst:

Job Average Max Total
Ninja 1145147 2248799 780
Dragoon 1117055 2503933 1154
Samurai 1104289 2447204 926
Monk 1051025 2119005 927
Viper 992871 1868696 1422
Reaper 991344 2204351 774
DarkKnight 885956 2020246 1890
Paladin 693712 1631135 2184

The Spear - Ranged

Opener:

Job Average Max Total
Pictomancer 1409919 2242447 202
RedMage 1102188 1571278 212
Machinist 1092393 1416672 233
Summoner 959275 1542933 116
BlackMage 893753 1283204 332
Dancer 882692 1531939 330
Bard 833512 1288583 203
Ninja 661482 1081948 189

2M Burst:

Job Average Max Total
Pictomancer 1089930 2231372 768
RedMage 957511 2081487 818
Dancer 915733 1761585 1286
Machinist 915688 1985392 911
Bard 905726 1826126 768
Summoner 807513 1947193 450
BlackMage 754338 1520487 1303
Ninja 542795 1105590 721

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.