You and your Parser: The Scientific Method

Osse

A man of wealth and taste
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A. Intro

This post came about due to a disagreement on a thread about the PCC vs. Chiv. Chain. We all had slightly different opinions on the subject. I honestly don't care which one people choose to wear, if I could afford a PCC I'd probably wear it just to look cool^^. However, it became apparent that some people are not using a valid method of parsing data. Faulty methods lead to faulty data and therefore incorrect conclusions. It's just a game, and in the grand scheme of things not too important. Nonetheless, I thought I'd try to improve things.

I could have simply posted my method said, "Trust me." Instead, I will try to persuade anyone willing to read this somewhat longish post. Do not expect a Master's Thesis on the subject. I understand that there is a wide range of age and education levels in this community, so the post will be kept somewhat simplistic.

B. The Scientific Principles

1. Skepticism: Do not accept conventional wisdom. Anything not proven by this method is only opinion. ("The Scientific Method" is the accepted norm of scientific inquiry, and has been for hundreds of years.)
2. Objectivity: Simply put, be honest and leave your ego at the door. The right answer will benefit everyone, including yourself.
3. Reproducibility: Others must be able to perform the same test and get the same results.
4. Transparency: You must disclose everything you did and how you did it, down to minute detail. This goes hand in hand with Reproducibility.

C. The Method

1. Control groups.
When you begin an investigation, you must have some hypothesis (unproven assertion, educated guess) that you want to prove. In generic terms, this can be expressed as X=!Y (=! meaning "not equal"). There must be a standard (ie, the conventional wisdom) that perhaps you think is not as good as an alternative. For this group, you will obtain data, but you will not truly experiment on this group. For the control group, you will simply observe it, and then compare the experimental group(s) to the control group.

2. Experimental Group(s)
After observing the control group, you will now begin the experimental trials. One variable, one thing and only one thing, will be changed from the control group, and you will observe and record the results. It is important that only one variable be altered at a time, otherwise you will have "confounding variables", ie. you will be observing not only the change from the control group, but also the interaction of the two variables.
In real life, and even in this game, some things are beyond our control. When this happens you end up with multiple variables, which add "error" to your data collection. This does not invalidate your study, as long as you recognize the error and can minimize or at least quantify the error. There is more on this later on.

3. Measurements
3a. Standard Units: When you record your data, you will need to do it in a format that others understand and can duplicate. In a sense, measurements are another comparison. There must be a clear, uniform and unchanging scale of measurements so that the relative values of each data point can be assessed. FF11 already provides a highly uniform scale for the effect of our actions, it is "Damage". However, this is not enough by itself.

3b. Damage/Time: That damage occurs over time, and damage without an accurate measurement of the time over which it occurs is meaningless. Consider this, you and your friend are in line at the bank to deposit paychecks. You ask him how much his check is worth, and he says $5000. Your check is only worth $3000, so you think, "That lucky SOB, heh." However, you didn't ask how long it took him to earn $5k. You get paid twice a month, but he gets paid only monthly, so in actuality you earn more money. But since you didn't ask, you don't know that and you came to the wrong conclusion. Time is another highly uniform scale of measurement, and with highly accurate digital timers readily available, everyone has the ability to measure it. Any event that occurs over a period of time must be normalized for that time (must have that time accurately measured and factored into the data). Almost all events occur over a period of time, even if that time interval is very small. Therefore, Damage/Time is the only proper method of expressing melee damage.

3c. Damage/Mob: I only mention this to refute it. Every data point has at least two coordinates (x,y). Thankfully, FF11 is not as complicated as RL, and we won't have to deal with 3 or more coordinates. For the purposes of measuring your effectiveness as a melee DDer, the x-coordinate is always damage. When you set up your method of measurements, you determine what your second coordinate will be, even if you don't realize it at the time. When you measure damage per mob killed instead of per unit of time, your y-coordinate is the mob's HP.
Allow me to explain. Events that occur over time, like melee damage, have a starting and a stopping point. You control the starting point by choosing when to engage the mob. The end point occurs when the mob dies. If you are carefully measuring time, then that end point can me expressed as a unit of time. But if your end point is only when the mob dies, untimed, then your end point is simply the exhaustion of it's HPs. If you use this method and are solo, then your Damage/Mob HP ratio is always equal to 1 (unless you lose the fight or run away). Obviously, if the value of all your data points equals 1, then you haven't collected any useful information.
If you are in in a party with other DD'ers, then the end point is (Mob's HP)-(Damage Done by Others). In this case you are competing with the other party members for damage, and you are actually comparing (measuring) your damage against theirs. Now, we all know that different mobs, even of the same type have different HP totals. Also, your fellow party members will not output damage at a constant rate; they will have damage spikes and damage troughs (lows) that will change from mob to mob. So, you are measuring damage against a non-standardized, constantly shifting "scale." Also, your test is not reproducible, since what are the odds that someone else will get all the other DD'ers in your party together again without any of them having any new merits/gear/etc? Time, however, is highly standardized and is always available for measurement.

3d. Damage per Session: This has roughly the same down-fall as Damage per mob. Your y-coordinate is (Sum of all Mob's HP)-(Sum of Other DD'ers damage), and you are probably using this method because you don't know how many mobs you fought or how long the party lasted. Again, you are measuring yourself against the shifting, non-standardized measurement of your party members.

3e. Bi-modal data points: These are events that can be expressed as simple yes/no results. These do not need to be measured over time (but can be if desired). Examples of these would be Hit vs. Miss, Critical Hit vs. Normal Hit, etc. Spell damage could (for some purposes) be measured without time units. However, BLM's don't get invites to cannon parties for the simple (and correct) reason of lower damage output over long periods of time due to the need to rest.

4. Accuracy vs. Precision

Data#1: 4.2 (+/- 0.1)
Data#2: 4.23567 (+/- 0.5)

This is included mainly for completeness. Accuracy is the range of values over which you can be certain that the true value of the data point can be found. Precision is the smallest increment that your device can reliably measure. More precise instruments are usually more accurate, by not definetly. Data point #1 is more accurate, and Data point #2 is more precise.

5. Error

All investigations, no matter how carefully planned, have some degree of error present. I'm not going to go into Type 1 and Type 2 errors, but suffice it to say that some errors are forgivable and others totally invalidate a study.

5a. Parametric errors: Parametric refers to a constant in your equation. This exact same error occurs every time you take a measurement or do a test. It's best if these are recognized, but it's not fatal if they are not. To explain it mathematically: X=Y, add in a parametric error and you get X+2=Y+2. Although the value of the equation has changed, the statement that they are equal (the comparison, and that's what's important) is still true. Another example would be: Your ruler is not 100% accurate and precise (none are), but since you used the same ruler every time, you can still say which piece of yarn is longer.

5b. Non-parametric errors: These errors are not the same. Your "standard" of measure or your technique changes with each test/measurement. Expressed mathematically: X=Y, add in a non-parametric error and you get X+2=Y+3. If the first equation is correct, then the second is incorrect, X+2=!Y+3.

6. Statistical Significance:

This is a huge subject. To keep it simple, let me say that just because you detect a difference between your control group and your experimental groups, it does not mean that they are actually different in any meaningful way. Remember errors and accuracy/precision? Small errors and problems with accuracy cause variations in your data collection. This means that small differences can occur even between equal groups. Allow me to throw out an arbitrary number (but one commonly used). If there is less than 5% difference between your groups, then they are essentially the same.

That's long enough for now. My next post will cover how to report findings, and will include an example of how a decent investigation could be carried out (unless I don't have time, or lose interest lol).

I don't intend to debate this part of the thread, much as I don't intend to debate if the earth is round, or if the earth revolves around the sun. This is standard operating procedure in RL.
 
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good read. I will probably be one of the few people that would read this and post, while many others will post complaining its a wall of text.
 
I just had a flashback to high school science classes. o.O

Edit: Good post though. :)
 
Theory is great, but if it isn't practical to apply it, then it's useless.

Parsers can give a player an good indication to a player whether different competing gear setups are giving them better or worse DoT, but there's no way to keep all the other variables consistent enough to use Parser results solely as absolute evidence.

Parsers are a useful tool, nothing more, nothing less...
 
Jesus christ monkeyballs Osse, that looks like one of those automatically-generated complaint letters with all the ism words and the scientificologyisms. Except its all real!
 
Theory is great, but if it isn't practical to apply it, then it's useless.

Absolutely correct, but there *is* a practical way to apply basic investigative technique. It can be done rather simply, if you have the parser. It's going to be another long post however, and I'm all "typed-out" for the day.
 
well i dont need Parser

i know when iam doing good or bad ;p
 
If it really is just a game, I'd say the parsers split hairs just fine and well enough.

Interesting read, but it seems really unnecessary.
 
Osse, you have done a great thing today. You deserve a medal. Thanks for posting this. I've been trying to tell people for ages now, but few people care enough to be as formal as this. I've been using it when parsing things for ages, and the more people that know it and understand it, the better.

If it really is just a game, I'd say the parsers split hairs just fine and well enough.

Interesting read, but it seems really unnecessary.
It is just a game, and some of us think the scientific aspect of the game is perhaps as interesting if not more interesting then the gameplay itself. Yes, we are geeks. Unnecessary? Maybe. But the point is to find the answer, even if it is splitting hairs. Occasionally you can be rather surprised by results when they're taken properly. And every now and again you'll find something more useful than you might have guessed.

I admit at this point there's not that much left to discover about the game. Not like back when the parser was brand new and FFXI was this vast well of knowledge to be had. Those were the days... =P
 
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Application of the method

If you have read this far, I'd like to thank you for your interest. Even if you never go to this much detail in your investigations, even if you don't care about a 5% performance difference, even if you never so much as download the parser, you should be able to look at a thread about game mechanics and know who has potentially good information and who just has their opinion.

This is another long post. It will serve two purposes. First, I will show you how a professional reports his results. Second, I will provide a method for a reasonably simple way to apply the above outlined principles. To help avoid confusion, any commentary by myself that would not normally be a part of result reporting will be in brackets, [like this].

Although I must be as exact as possible in RL, a game is a chance for me to relax. I'm not nearly as anal-retentive (in game) as this thread might make me appear. I'm just tired of people using invalid data collection methods, drawing potentially false conclusions, and then disparaging anyone who has a different opinion. Because of that, I'm not going to sell other gear and buy a PCC to do a real study of it. Know that all the numbers here are fictitious, just off the top of my head. They will be somewhat reasonable from my experiences as THF.

A. Overview

The report is typically divided into the following sections. Each will be explained in turn.

1. Abstract
2. Intro
3. Results
4. Discussion
5. Conclusion

This set-up is very formal and, as you may already be able to see, somewhat redundant. For talking about a game, Abstract and Intro may be combined, as can Discussion and Conclusion.

B. The Report
-------------------------------------------------------------------------

Abstract

[This is a brief statement of your hypothesis, X=!Y. It normally contains your interpretation of the results and a very brief overview of your methods. The abstract should answer the questions, "What is this about?" and "Will I learn anything useful reading this?" I will take the stance of conventional wisdom regarding PCC vs. Chiv. Chain for the hypothesis, but will presume that the study gave surprising results.]

Hypothesis: PCC > CC.
In a sequential test, wearing the same gear and fighting the same mobs, I wore the PCC followed by the CC and collected the results for each. On comparison, it seems that the PCC had a minimally better Hit%, but did not perform significantly better than the CC for overall Damage/Second.

Intro

[Here is where you discuss the history of the question you pose. Other studies and viewpoints are brought up, but your own opinion is not rendered. The only places you may state your opinion are in the Discussion and Conclusion. Please note that the Abstract and Results sections are carefully constructed to give an unbiased reading of statistically analyzed results, and by definition are no longer "opinion".]

People commonly assert that the PCC is the best neck-piece for a melee DD to wear for Accuracy, TP gain and overall damage. It certainly has the most accuracy of any item that can be equipped in that slot, but the final test of any gear for a DDer is the damage it produces. The ToAU expansion introduced the CC, which others say is an acceptable, even equal alternative to the PCC.

Materials and Methods

[Very simply, you will explain how you performed your test. It must be detailed enough that anyone who wanted to do the same test would be able to do so.]

Food: Bison Steak
Jobs: THF73/WAR36 (merits: blah, blah)
Gear used with the PCC: blah, blah, blah
Gear used with the CC: exactly the same except the CC in place of the PCC
Gear used for SA/TA/WS: blah, blah, blah. The PCC and CC were left in place for these actions.

Method: I communicated with the group ahead of time, and since they were all LS mates, they agreed to cooperate. I was not to receive Haste nor was the mob to receive Dia for the duration of the test, due to the inability to assure that they would always be up. [I can think of at least one way to overcome this, but it would complicate matters.]
We fought only the Greater Colibri in the Thickets Camp, the one entered via the Nyzul Isle staging point.
I was not the puller for the duration of the test, because I wanted the results to be applicable to the Melee DD jobs who do not normally pull.
TA was always used in combination with the WS of DE. SA was always used by itself.
The Berserk timer was carefully monitored, and it was used whenever available. The Warcry timer was also carefully monitored, and it was used ASAP, but only with a WS when Berserk was not running.
A free-standing digital stopwatch was used so that both hands would be free for game play. The stopwatch was begun when I was close enough to hit the mob and after I had engaged the mob. The stopwatch was promptly stopped when the mob died. In this manner, a running total of the time in actual combat was kept. In this manner, 30 minutes of actual combat was timed with the PCC equipped, then the parser data was recorded. Next, the CC was equipped and the process repeated for another 30 minutes. Because of this, both times I disengaged before the death of the final mob for each test group; since this does not effect the measured quantity of Damage/Time, this should have no effect on the results.

Results

[It is not necessary to report each individual data point (each hit). The mass of the data is processed and reported, usually in several manners. Some of the things analyzed are not truly necessary to prove or disprove the hypothesis, but they are reported nonetheless as interesting side notes, and as a rough guide as to whether any statistical anomalies occured during the test. Example: If you had a 20% crit rate for the PCC run, but only 10% for the CC run, then fate dealt you a bad card and ruined your study (through no fault of your own). In RL, you might use a t-test, Chi-square, Confidence Intervals, etc to analyze your data, but we'll ignore those here.
Now for some fake numbers. It's been a month or so since I last xp'ed THF. The TA+DE numbers are pretty close, but I just can't remember my average dagger hit damage. This may be a bit high for dmg/hit, but I don't think it's too far off.]

PCC equipped:

Hit rate: 83%
Crit rate: 9.9%
Average dmg per dagger hit: 65
Lowest TA+DE: 800
Highest TA+DE: 1200
Average TA+DE: 986.4
Average SA dmg: not recorded seperately
Total dmg dealt: 61787 Time: 00:30:01 Damage/second: 34.3

CC equipped:

Hit rate: 80%
Crit rate: 10%
Average dmg per dagger hit: 67
Lowest TA+DE: 700
Highest TA+DE: 1395 [Yes, my actual, personal best on an IT mob as lv 72 THF]
Average TA+DE: 995.1
Average SA damage: not recorded
Total damage dealt: 60551 Time: 00:30:00 Damage/second: 33.6

Comparison: 34.3-33.6= 0.7; 0.7/34.3= 0.02; or 2% in favor of PCC

[Most of these numbers are automatically recorded by the parser, so this part is actually pretty easy. Some other things you might want to record on your own.]

Discussion
[This is where you talk about the meaning of the results. You may state your opinion here, assuming it is supported by the numbers. This is also where you talk about anything that happened that wasn't intended. Remember, every study has errors, so that alone doesn't invalidate your results. Now for some fake chit-chat about the test.]

Things mostly went smoothly. The RDM got excited and cast haste on me once during the PCC run, so I had her intentionally cast haste on me just once during the CC testing. Also, for one mob during the CC test, I used TA+DE a little later than usual. The NIN and WAR both unloaded TP just as I hit my TA+DE macro, so I ended up killing the bird with my TP (that was the 700 dmg minimum). I might have done some more damage if the mob hadn't died during the multi-hit WS, but considering most of the hits got in I don't think it greatly altered the results.
As for the results, the PCC parsed 2% higher for average damage/second. That's really not a big enough difference to call it better. I think that the difference might be even smaller if I had used Squid Sushi +1, but I used meat since that's typically the reason most people cite for having a PCC.

Conclusion

[This is just a recap of everything. This part is just filler IMO.]

Blah, blah, blah.
----------------------------------------------------------------------

That is what I consider to be proof. Do I do this on every piece of gear? Of course not. Nor do I expect it of others. I'd be happy if people just measured their damage output properly (and you don't even need a parser for that, you just have to be able to do addition, division and use a stopwatch). But now you know what is necessary for anyone to claim X > Y. It *is* a lot of work, but not as much as you might guess. The parser collects most of the data for you, and once you have a working template of how to do a scientific study the only real work you are doing is starting and stopping the stopwatch.

Also, this is a decent study template, but not the only valid one possible. You could use similar methods to test sub-job combos, food, or even entire gear sets (since there seem to be "standard" sets that people argue about). Head to head comparisons on the same mobs, but different players, are possible but have many more factors to consider (race, merits, player skill, etc.). The scientific method is like a language in some respects. It's used to communicate ideas, and there are multiple ways to say the same thing, some ways being more efficient than others. However, just like language there are rules that when broken will leave you speaking jibberish.
 
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