Spider-Dan
02-14-2007, 04:52 AM
warning: math or GTFO
disclaimer: I am not a mathematician. I couldn't figure out any formula to calculate this easily, so I did most of this through a combination of noticing and verifying patterns, and sheer brute force. I've double-checked my math to the best of my ability, but I am certainly open to correction.
--Introduction--
It's been a long standing desire of mine to quantify the exact expected bonuses (statistically) from the rolls for which we know the exact returns. Unfortunately, the lazy method of simply taking the (normally 7) possible results, adding them, and dividing by 7 isn't truly statistically valid, since those 7 outcomes are far from equally likely. In order to find out the real expected average, we need to take into account the exact probability of each possible result.
In order to do this, it is necessary to go beyond simply calculating which possible numbers can add up to a given total; you must actually determine every possible roll sequence that leads to a given total. The reason why is simple: rolling "rules" that tell you to stop rolling at a certain total, even when you have room left to roll before busting. The most obvious example of such a rule is, "don't Double-Up if you land on a Lucky Number."
For example: suppose we are using Corsair's Roll. Given the constraints of a 6-sided die and a maximum number of 8 rolls (the maximum amount of rolls you can do before the Double-Up window expires), there are 482 possible ways to wind up at a total of X; however, 458 of them would require you to pass through a total of V, VII, VIII, or IX and keep rolling. Since the standard rule for Corsair's is "stay on Lucky # or VII+," those 458 combinations must be eliminated, leaving you with 24 possible ways to end up at a total of X.
So basically, what I've done is break down the number of possible ways to arrive at a given total, using a specific rolling rule that has been set forth. Here's the format for the results :
--rule--
total probability percentage
...
total probability percentage
For most rolls, the two rules I've calculated are "stay on VII+" (i.e. normal rolling) and "stay on VI+" (i.e. you have 1 bust). The two exceptions are L3/U7 rolls (e.g. Healer's) where I've also provided a "stay at VIII+" rule (i.e. Double-Up if you land at VII), and Evoker's where I've provided the same rule. For the record, all rules assume staying on Lucky #.
And now, time for the show:
Lucky # 2 / Unlucky # 6
--stay at VII+--
total probability %
II 2/161 1.24%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 30/161 18.63%
X 28/161 17.39%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VI+ (1 bust)--
total probability %
II 2/81 2.47%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 14/81 17.28%
X 12/81 14.81%
XI 8/81 9.88%
Lucky # 3 / Unlucky # 7
--stay at VII+--
total probability %
III 4/161 2.48%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 28/161 17.39%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VIII+--
total probability %
III 4/316 1.27%
VIII 61/316 19.30%
IX 59/316 18.67%
X 59/316 18.67%
XI 55/316 17.41%
Bust 78/316 24.68%
--stay at VI+ (1 bust)--
total probability %
III 4/81 4.94%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 12/81 14.81%
XI 8/81 9.88%
Lucky # 4 / Unlucky # 8
--stay at VII+--
total probability %
IV 8/161 4.97%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 24/161 14.91%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VI+ (1 bust)--
total probability %
IV 8/81 9.88%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 8/81 9.88%
XI 8/81 9.88%
Lucky # 5 / Unlucky # 9
--stay at VII+--
total probability %
V 16/161 9.94%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 24/161 14.91%
XI 16/161 9.94%
Bust 16/161 9.94%
--stay at VIII+--
total probability %
V 16/316 5.06%
VIII 61/316 19.30%
IX 59/316 18.67%
X 55/316 17.41%
XI 47/316 14.87%
Bust 78/316 24.68%
--stay at VI+ (1 bust)--
total probability %
V 16/81 19.75%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 8/81 9.88%
--
OK, so we're halfway there. The next step is to apply known values to the stated probabilities for each rule (there's an Excel spreadsheet here (http://tinyurl.com/hlbng/roll_calculator_v3.xls) that details all the values). However, in calculating these values, I had a bit of a dilemma: give Bust value (0) full weight and it'll artificially lower the average return (as busts can be rerolled in 1 minute instead of 5). Give busts lesser weight and it'll artificially increase the return of high-risk rules ("stay on XI" looks like a fantastic strategy).
What I decided to do is to take the average "stay on VI+" return, and use 5/6th of that number as the bust value in the other roll calculations (1 min of no buff + 5 min of reduced-risk buff). For example, if you bust on Chaos, you would have 1 minute with a buff value of 0, followed by a reroll of Chaos (under "stay at VI+" rule) and a 5 minute buff of that average return.
Healer's Roll (without/with WHM)
stay on VII+: hMP+4.35/7.30
stay on VIII+: hMP+4.94/7.30
stay on VI+ (1 bust): hMP+4.04/7.04
Chaos Roll (without/with DRK)
stay on VII+: ATK+8.36%/14.60%
stay on VI+ (1 bust): ATK+7.99%/14.23%
Corsair's Roll (with COR)
stay on VII+: EXP+12.25%
stay on VI+ (1 bust): EXP+12.14%
Wizard's Roll (without/with BLM):
stay on VII+: MAB+5.47/9.41
stay on VI+ (1 bust): MAB+5.10/9.10
Evoker's Roll (without/with SMN):
stay on VII+: 1.87/2.85 MP/tick
stay on VIII+: 2.01/2.97 MP/tick
stay on VI+ (1 bust): 1.67/2.67 MP/tick
--
One thing I didn't anticipate: this entire experiment seems to make a fairly strong argument for staying on VI+ (except on Evoker's). The tiny increase from staying on VI+ to staying on VII+ may not be worth it if you are also cycling Evoker's (which is pretty much crippled if you have a bust and are staying at VI+).
Comments are welcome.
P.S. On a related note, when is the [code] tag going to be fixed?
disclaimer: I am not a mathematician. I couldn't figure out any formula to calculate this easily, so I did most of this through a combination of noticing and verifying patterns, and sheer brute force. I've double-checked my math to the best of my ability, but I am certainly open to correction.
--Introduction--
It's been a long standing desire of mine to quantify the exact expected bonuses (statistically) from the rolls for which we know the exact returns. Unfortunately, the lazy method of simply taking the (normally 7) possible results, adding them, and dividing by 7 isn't truly statistically valid, since those 7 outcomes are far from equally likely. In order to find out the real expected average, we need to take into account the exact probability of each possible result.
In order to do this, it is necessary to go beyond simply calculating which possible numbers can add up to a given total; you must actually determine every possible roll sequence that leads to a given total. The reason why is simple: rolling "rules" that tell you to stop rolling at a certain total, even when you have room left to roll before busting. The most obvious example of such a rule is, "don't Double-Up if you land on a Lucky Number."
For example: suppose we are using Corsair's Roll. Given the constraints of a 6-sided die and a maximum number of 8 rolls (the maximum amount of rolls you can do before the Double-Up window expires), there are 482 possible ways to wind up at a total of X; however, 458 of them would require you to pass through a total of V, VII, VIII, or IX and keep rolling. Since the standard rule for Corsair's is "stay on Lucky # or VII+," those 458 combinations must be eliminated, leaving you with 24 possible ways to end up at a total of X.
So basically, what I've done is break down the number of possible ways to arrive at a given total, using a specific rolling rule that has been set forth. Here's the format for the results :
--rule--
total probability percentage
...
total probability percentage
For most rolls, the two rules I've calculated are "stay on VII+" (i.e. normal rolling) and "stay on VI+" (i.e. you have 1 bust). The two exceptions are L3/U7 rolls (e.g. Healer's) where I've also provided a "stay at VIII+" rule (i.e. Double-Up if you land at VII), and Evoker's where I've provided the same rule. For the record, all rules assume staying on Lucky #.
And now, time for the show:
Lucky # 2 / Unlucky # 6
--stay at VII+--
total probability %
II 2/161 1.24%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 30/161 18.63%
X 28/161 17.39%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VI+ (1 bust)--
total probability %
II 2/81 2.47%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 14/81 17.28%
X 12/81 14.81%
XI 8/81 9.88%
Lucky # 3 / Unlucky # 7
--stay at VII+--
total probability %
III 4/161 2.48%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 28/161 17.39%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VIII+--
total probability %
III 4/316 1.27%
VIII 61/316 19.30%
IX 59/316 18.67%
X 59/316 18.67%
XI 55/316 17.41%
Bust 78/316 24.68%
--stay at VI+ (1 bust)--
total probability %
III 4/81 4.94%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 12/81 14.81%
XI 8/81 9.88%
Lucky # 4 / Unlucky # 8
--stay at VII+--
total probability %
IV 8/161 4.97%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 24/161 14.91%
XI 24/161 14.91%
Bust 16/161 9.94%
--stay at VI+ (1 bust)--
total probability %
IV 8/81 9.88%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 8/81 9.88%
XI 8/81 9.88%
Lucky # 5 / Unlucky # 9
--stay at VII+--
total probability %
V 16/161 9.94%
VII 31/161 19.25%
VIII 30/161 18.63%
IX 28/161 17.39%
X 24/161 14.91%
XI 16/161 9.94%
Bust 16/161 9.94%
--stay at VIII+--
total probability %
V 16/316 5.06%
VIII 61/316 19.30%
IX 59/316 18.67%
X 55/316 17.41%
XI 47/316 14.87%
Bust 78/316 24.68%
--stay at VI+ (1 bust)--
total probability %
V 16/81 19.75%
VI 16/81 19.75%
VII 15/81 18.52%
VIII 14/81 17.28%
IX 12/81 14.81%
X 8/81 9.88%
--
OK, so we're halfway there. The next step is to apply known values to the stated probabilities for each rule (there's an Excel spreadsheet here (http://tinyurl.com/hlbng/roll_calculator_v3.xls) that details all the values). However, in calculating these values, I had a bit of a dilemma: give Bust value (0) full weight and it'll artificially lower the average return (as busts can be rerolled in 1 minute instead of 5). Give busts lesser weight and it'll artificially increase the return of high-risk rules ("stay on XI" looks like a fantastic strategy).
What I decided to do is to take the average "stay on VI+" return, and use 5/6th of that number as the bust value in the other roll calculations (1 min of no buff + 5 min of reduced-risk buff). For example, if you bust on Chaos, you would have 1 minute with a buff value of 0, followed by a reroll of Chaos (under "stay at VI+" rule) and a 5 minute buff of that average return.
Healer's Roll (without/with WHM)
stay on VII+: hMP+4.35/7.30
stay on VIII+: hMP+4.94/7.30
stay on VI+ (1 bust): hMP+4.04/7.04
Chaos Roll (without/with DRK)
stay on VII+: ATK+8.36%/14.60%
stay on VI+ (1 bust): ATK+7.99%/14.23%
Corsair's Roll (with COR)
stay on VII+: EXP+12.25%
stay on VI+ (1 bust): EXP+12.14%
Wizard's Roll (without/with BLM):
stay on VII+: MAB+5.47/9.41
stay on VI+ (1 bust): MAB+5.10/9.10
Evoker's Roll (without/with SMN):
stay on VII+: 1.87/2.85 MP/tick
stay on VIII+: 2.01/2.97 MP/tick
stay on VI+ (1 bust): 1.67/2.67 MP/tick
--
One thing I didn't anticipate: this entire experiment seems to make a fairly strong argument for staying on VI+ (except on Evoker's). The tiny increase from staying on VI+ to staying on VII+ may not be worth it if you are also cycling Evoker's (which is pretty much crippled if you have a bust and are staying at VI+).
Comments are welcome.
P.S. On a related note, when is the [code] tag going to be fixed?