Note! Fighter's Roll may not be as potent as reported on FFXIclopedia. It seems that after the August 2007 major version update, the effect of Fighter's Roll was "nerfed" per "All or Nothing." This is worth noting that even using the "nerfed" Fighter's Roll values (which themselves appear to be point estimates), it can be shown that Fighter's Roll is better than Samurai Roll for a particular case, which is the whole point of this post aside from having a terrible excuse to waste time doing probability exercises.
What kind of decision rules will you use for Phantom Roll?
It is typical to use Snake Eye to force a lucky outcome and to "escape" unlucky ones, so I apply this rule. Some time ago, I discussed an approach to rolling using knowledge of conditional expectation to optimize the expected outcome (average) of any roll and that is what I also use here.In other words, the decision to Double Up on your current total depends on whether the conditional expected bonus of the final total (given your current total) exceeds the actual bonus of your current total. If it does, you continue rolling, and if it doesn't, you stop.
For example, suppose 9 is an unlucky total. From the standpoint of conditional expectation, you may be better off Doubling Up on average despite your conditional busting rate of 2/3. (It will depend on how good the 11 bonus is.)
Using properties of conditional expectation and applying the above rules, it is much simpler to compute the expected outcome of each roll (both with job bonuses and without) without knowledge of the underlying probability distribution of possible outcomes (given the above rules), but with some effort I managed to compute these probabilities, which are presented as follows.
Probability distributions for Phantom Roll outcomes
Final roll total | Fighter's Roll (no WAR) | Fighter's Roll (w/ WAR) | DA rate bonus (+5% w/ WAR) | Samurai Roll (no SAM) | Samurai Roll (w/ SAM) | Store TP bonus (+10 w/ SAM) |
2 | - | - | - | .333333333 | .333333333 | 32 |
5 | .529320988 | .529320988 | 10% | - | - | - |
7 | - | .142103909 | 6% | - | .142103909 | 16 |
8 | .138010117 | .114326132 | 7% | .165787894 | .142103909 | 20 |
9 | - | - | - | .165787894 | .142103909 | 22 |
10 | .173396776 | .126028807 | 8% | .138010117 | .114326132 | 24 |
11 | .067794067 | .044110082 | 14% | .105602709 | .081918724 | 40 |
Bust | .091478052 | .044110082 | - | .091478052 | .044110082 | - |
It is easy (for me) to verify that the expected outcomes are the same regardless of using explicit probability distributions or using properties of conditional expectation. I also give the Snake Eye "usage rate," which is the probability that Snake Eye is used to obtain the final outcome.
Expected (average) Phantom Roll values (outcomes)
Roll | EV (no job bonus) | Snake Eye rate | EV (w/ job bonus) | Snake Eye rate |
Fighter's Roll (double attack) | 8.595571845 | .370263203 | 13.35133745 | .346579218 |
Samurai Roll (store TP) | 25.1661094 | .166666667 | 34.48816872 | .166666667 |
You may wonder what's the point of doing some cumbersome probability calculations when you can just manipulate the expected values to obtain percentage increases in rate of damage, which itself is an average anyway.
Consider the Samurai Roll average store TP without a samurai in the party, which is about 25. For great axes (504 delay), 25 more store TP is more than sufficient to go from a 6-hit scenario to a 5-hit scenario (assuming 22 store TP initially, necessary for "true" n-hit setups). However, it's not like you will get a 5-hit setup all the time just because the average store TP bonus is 25.
Stopping on an 8 (store TP 20) probably doesn't get you there, not to mention the rate of busting, which is about 9%. If you don't have enough store TP from Samurai Roll to get a "true" 5-hit setup about 26% of the time given the described rolling criteria, you may want to account for that in your analysis. This requires knowing the associated probabilities of obtaining the roll totals 2, 8, 9, 10, and 11 (along with the bust probability) to obtain a weighted average.
Establishing a baseline for application of Fighter's Roll and Samurai Roll bonuses
Since I am attempting to compare the efficacy of Fighter's Roll with Samurai Roll in terms of increasing rate of damage, there must be an explicit baseline rate of damage, which requires some statements about weapon damage, hit rate, number of hits in a WS, etc., if only to obtain the implicit "TP damage to WS damage" ratio that is necessary to account for the full benefit of using either Fighter's Roll or Samurai Roll.I'll admit that since I went to the trouble of calculating the above probabilities, I'm going to use them. I personally would not be content just arguing that, "oh, when I'm on WAR, the 'DoT' increase from Fighter's Roll is about 11.2% on average starting with 19% DA." This facile conclusion may or may not be justified by a more thorough analysis, which I'm about to describe.
- Warrior job, so Fighter's Roll additional bonus of +5% DA applies
- 106 "base" damage for TP, 159 for WS (average pDIF 1)
- 95% hit rate, 19% double attack rate
- 3-hit weapon skill with no pDIF(-like) bonus property
- Assume sufficient TP from the previous WS to maintain a "n-hit setup" always
- No delay reduction
What's the effect of Fighter's Roll on rate of damage?
In the past, I have defined "rate of damage" to be the "ideal" average damage from a "cycle" of TP-phase damage along with the damage from a weapon skill used immediately after attaining > 100 TP. The rate of damage will be calculated under each Fighter's Roll effect and a weighted average taken to obtain the long-run average rate of damage under the effect of Fighter's Roll.DA rate | Average no. of rounds | Average no. of TP hits | Average no. of WS hits | Average time (s) |
+15% | 4.117693416 | 5.241823719 | 3.496 | 34.59 |
+11% | 4.226407623 | 5.219613414 | 3.420 | 35.50 |
+12% | 4.198690485 | 5.225270309 | 3.439 | 35.27 |
+13% | 4.171336013 | 5.230855361 | 3.458 | 35.04 |
+19% | 4.014533945 | 5.263054002 | 3.572 | 33.72 |
+0% (Bust) | 4.557017596 | 5.151708392 | 3.211 | 38.28 |
Now that we have the "frequency" calculations, we need the "potency" calculations next. For the sake of simplicity let there not be an fTP bonus (or other bonus) on the first hit.
Calculating average damage to 100 TP
DA rate | No. hits to 100 TP | AA dmg | No. WS hits | WS dmg | Total dmg |
+15% | 5.241823719 | 555.633 | 3.496 | 555.864 | 1111.497 |
+11% | 5.219613414 | 553.279 | 3.420 | 543.78 | 1097.059 |
+12% | 5.225270309 | 553.878 | 3.439 | 546.801 | 1100.679 |
+13% | 5.230855361 | 554.470 | 3.458 | 549.822 | 1104.292 |
+19% | 5.263054002 | 557.883 | 3.572 | 567.948 | 1125.831 |
+0% (Bust) | 5.151708392 | 546.081 | 3.211 | 510.549 | 1056.630 |
Finally, the rate of damage can be obtained for each DA rate bonus. The auto-attack proportion of total damage is consistent with "empirical" observation that it's around 50%.
Damage per second
DA rate | AA prop. total dmg | DPS |
+15% | .499 | 32.134 |
+11% | .504 | 30.901 |
+12% | .503 | 31.208 |
+13% | .502 | 31.515 |
+19% | .495 | 33.385 |
+0% (Bust) | .516 | 27.603 |
After computing the weighted average, the rate of damage in the presence of Fighter's Roll is 31.631 DMG/s, which is about 14.6% higher than the DPS without any Fighter's Roll effect (27.603). Recall that the naive estimate of percent increase of "damage over time," which doesn't even account for the increased WS frequency from higher DA rates along with increased average number of hits for the WS proper, is only (1.323513/1.19 - 1)100% = 11.2%.
What's the effect of Samurai Roll on rate of damage?
For the sake of convenience, I will just consider the case where the full effect of Samurai Roll is attained (when a samurai is present as Samurai Roll is applied). This makes the analysis much easier since, aside from busting, any roll equal to 2 or above 6 ensures a 5-hit setup for a 504-delay great axe.n-hit? | Average no. of rounds | Average no. of TP hits | Average no. of WS hits | Average time (s) |
5-hit | 3.67229159 | 4.151525643 | 3.211 | 30.85 |
6-hit (Bust) | 4.557017596 | 5.151708392 | 3.211 | 38.28 |
Again, with the frequency figures taken care of, we turn next to the potency figures and then the final rates of damage.
Calculating average damage to 100 TP
n-hit? | No. hits to 100 TP | AA dmg | No. WS hits | WS dmg | Total dmg |
5-hit | 4.151525643 | 440.061 | 3.211 | 510.549 | 950.610 |
6-hit (Bust) | 5.151708392 | 546.081 | 3.211 | 510.549 | 1056.630 |
Damage per second
n-hit? | AA prop. total dmg | DPS |
5-hit | .462 | 30.816 |
6-hit | .516 | 27.603 |
After computing the weighted average, the rate of damage in the presence of Samurai Roll (5-hit always except for busting) is 30.816 DMG/s, which is about 11.1% higher than the DPS without any roll (27.603).
How can we reconcile this percent change with the typical arguments for Store TP? Well, one can argue that going from a 6-hit to a 5-hit is a 25% increase in weapon skill frequency, but that doesn't really say anything about the increase in rate of damage (my definition). Without bothering with a detailed analysis, assume a 50:50 split in TP:WS damage (noting that this usually varies with the required number of hits to 100 TP!), so that an estimate of percent increase is actually 12.5%, which overestimates the "actual" value of 11.1%.
Perhaps I completely botched that silly argument, and you can correct me in the comments section.