Vamp Fatale

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 1536589 2393345 335
Ninja 1432578 2226338 280
Dragoon 1362849 3129360 516
Monk 1245587 2654322 369
DarkKnight 1130108 2301092 734
Viper 1072512 1538030 584
Reaper 970272 1664511 309
Paladin 875270 1272720 842

2M Burst:

Job Average Max Total
Dragoon 1057122 2976773 2276
Samurai 1050955 2195297 1495
Ninja 1027264 2054832 1216
Monk 942127 2416060 1603
Viper 930131 1856894 2604
Reaper 874334 1762372 1387
DarkKnight 834976 2157392 3245
Paladin 645217 1397834 3684

The Spear - Ranged

Opener:

Job Average Max Total
Pictomancer 1352480 1974633 309
Machinist 1085011 1458250 337
RedMage 1076133 1637295 335
Summoner 948429 1724687 189
Dancer 897324 1381226 559
BlackMage 892184 1677720 582
Bard 819630 1380786 380
WhiteMage 683362 993097 34

2M Burst:

Job Average Max Total
Pictomancer 1068053 2095600 1196
Machinist 882647 1571691 1317
RedMage 868029 1724074 1297
Bard 857928 2304113 1476
Summoner 856739 1744976 748
Dancer 808858 1665958 2174
BlackMage 790648 1536321 2277
Ninja 528950 1051495 1077

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.