What I need, though, is your help. I've got somewhat limited time on the game because of my job - As such, I can't gather the raw data from higher rolls, such as Evoker's and such. Any measurable roll you can gain data on, PLEASE, send to me in a PM. I will stock everything I get, and use various sources to confirm something before I begin the payoff matrix on it. I need all sorts of measurable data too, what was it like with a WHM in your PT? Without? Etc.
How it's figured:
Basically, every roll must be weighed and it boils down to a simple question: Is there a good chance that I can get something better than what I already have if I reroll? Let's break this question down. What you have vs. What you could get. Well, let's consider your first roll was a 1 on a Healer's Roll. If you were to Double Up, you could get a 2, 3, 4, 5, 6, or 7. Let's assume the game is TOTALLY random, and won't be affected by moon, date, time, position of a Rarab's tail in San D, etc. All six of those options have an equal chance of landing. Therefore, you'd weigh the payoff of each by dividing it by the probability it would land on that number, i.e. Payoff x Probability. Well, in this particular instance, if you were to land on a 5, you'd get 6 total. According to my data, a roll of 6 is equal to +3 hMP. Well, since there is a 1/6 chance that you'd land on 5, you'd take the payoff, 3, and multipy it by the probability 1/6.
To get down to it, this is how it was figured in a mathmatical equation:
Current Payoff vs. Expected Payoff
1 vs. ((1 x (1/6)) + (1 x (1/6)) + (7 x (1/6)) + (2 x (1/6)) + (2 x (1/6)) + (3 x (1/6)))
1 vs. 2.66666
If the left is ever greater than the right, you stay. If it's the other way around, you Double Up.
So, you should reroll on a 1 during a healers roll (der).
Healer's Roll Self & Party Roll
Basically what was explained earlier: Compare what you have, and then compare the chance of what you might get. If the chance payoff is higher, take it. If not, stick with what you got.
Chaos Roll Self & Party Roll
Since Chaos Roll is more of a range than a definate number, I went ahead and posted the ranges according to extreme highs and extreme lows. As we would expect, it looks a lot like Healers, where one should double up on 6 and on the unlucky, but staying on the lucky.
One thing to notice here, though, is that double'ing on a 6 roll for the COR as an individual is against the payoff tables. Meaning, if the COR was playing by himself, they shouldn't double up. Now, I could take this a step further, and actually crunch the numbers to say "Well, there are 6 people in the party, let's weigh the benifit of 2-3 melee's vs. the risk of 1 COR losing the effect", but I think that's going overboard.
Evoker's Roll Party, Self, With & Without SMN
Yayayay. New table is up. This one is interesting, especially since I've got /some/ data on it with a SMN. I'm not sure how accurate it is, it was a vague post so I'm just posting what I have here for the time being. Intrestingly enough, with a roll 7 in a PT without a SMN, you should Double Up o_O); Sounds wierd, eh? Not really, though, if you think about it. Roll 7 is just 1mp/tick. That's... Nothing. You could get a lot more if you take that chance. Anyway, go over it and dispute if you feel like it. I'm open to convorsations.
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Data Sources:
http://ffxi.allakhazam.com/db/jobs.html?fj...2;num=11;page=1 -- TwoDeuce (WHM Roll)
http://ffxi.allakhazam.com/db/jobs.html?fj...;num=139;page=1 -- Trinitee (DRK Roll)
http://ffxi.allakhazam.com/db/jobs.html?fj...853396149189767 - Rastlin & Davricle (SMN Roll)
I plan on continueing on all of these, as long as there are still measurable rolls out there.
Edit: Done editing the file, only roll changed was Chaos Roll on an extreme low range (Double-Up on 7's is the dominant stratagy for extreme low, but not extreme high). I'll post the pics tomarrow.
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but then it'd be a tally on 7 or 8 anyways.















