Quote Originally Posted by Vlady View Post
With all of this theory crafting going on how come no one attempts to figure up the dps contributed from astrologian through the card buffs. Theory crafting works with dps simcraft but not healing. Se has stated countless times about in house scenarios and dps requirements but never have I seen them talk about healer balance outside of trying to make certain mechanics work to the strengths of certain jobs.
Theorycrafting exact DPS contribution via cards is very difficult to quantify because of the massive amounts of variables you have to consider when applying cards. Here's the list of things to consider:
  1. Determine frequency of specific card combinations from happening
  2. Determine frequency of specific buff combinations from happening
  3. How specific card combinations affect specific classes
  4. Party composition
  5. Weighted average of each combination and how they affect each other

Each point on that list also has a specific sub list associated with it too. Just consider the probably of specific card combinations:
  1. Balance Drawn
  2. Arrow Drawn
  3. Extend + Balance Drawn
  4. Enhanced + Balance Drawn
  5. Expand + Balance Drawn
  6. Extend + Arrow Drawn
  7. Enhanced + Arrow Drawn
  8. Expand + Arrow Drawn
  9. Extend + No DPS Card Drawn
  10. Enhanced + No DPS Card Drawn
  11. Expand + No DPS Card Drawn
  12. No DPS Card Drawn

And the above list doesn't even incorporate probability changing based on how often Shuffle and Spread are up. Spear also plays a factor in DPS but it's more difficult to use and quantify because Spear needs to be played at a time where a lot of DPS abilities are coming off cooldown and reducing the cooldown of a DPS enhancing buff like Blood for Blood may not necessarily give a DPS increase because said player may need to hold buff anyway for say, an invulnerability phase or burst phase that's coming up soon.

Then you have to be able to play the card on a DPS and depending on their buff(s) activate could dramatically change their use. Take DRG for example:
  1. No Buffs
  2. Blood for Blood
  3. Internal Release
  4. Battle Litany
  5. Blood for Blood + Internal Release
  6. Blood for Blood + Battle Litany
  7. Internal Release + Battle Litany
  8. Blood for Blood + Internal Release + Battle Litany

And then each class itself is affected differently by each type of DPS card. Balance is a good all around but should be stacked with someone with a fair amount of buffs active if possible. Arrow is great for NIN, MNK, WAR, and BLM (baring no resource constraints). Spear is generally useful for DRGs, NINs, and MCHs with some usefulness to other DPS classes if their DPS augmenting buffs are coming off CD for a dummy-esque fight. So, your desired buffs and buff priority can change depending on your group composition and there are a ton of different group combinations.

It's... a lot to consider at once. Given how badly I fudged up the MP efficiency theorycraft which has a lot less variables associated with it, probably not something I'll personally try for a while. lol. Though I commend anyone who wants to take a crack at it because it'll be worth the read.