You're absolutely right in pointing out that parsers have their own limitations and issues, but I still think having the extra data would end up being a net gain in many situations. I learned fairly quickly that there was damage variance in the game, although I didn't really know how it worked. I definitely didn't know that there were two kinds of damage increasing hits (DH and Crit) and I think this information escaped me until I started looking at endgame guides. Simply by having a parser that recorded what kinds of hits were occurring I would have been made aware of them and perhaps looked them up to better understand them. As far as damage variance as a whole goes, recording that variance in numbers over a long period of time is better than trying to guesstimate what the variance is. You don't need to account for the variance if you can just do the theoretical average math like you suggest, but the game is lacking in this area too. Some of the damage increasing skills don't give you numbers but instead just describe the effect. For example PLD's Spirits Within doesn't tell you how much the damage drops with HP so the only way to figure it out would be through measurement. There is a similar issue with BLM's Astral Fire as I don't think the game ever explicitly tells you what the damage multipliers are.
A parser will not magically make a new player perform better, sometimes it will take work on their part to make use of the data. If these players are really looking to improve though, then I think having more data available rather than less will be beneficial for them. Also consider that having a parser available for all probably means that a good chunk of the player base would be familiar with it. Players could help each other understand how to use the tool, just as they do with the rest of the game.



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