
THIS POST WILL BE LONG BECAUSE IT CONTAINS NUMERICAL ANALYSIS OF THE GAME
INTRODUCTION
When we play Final Fantasy 14 and read the description of each ability/skill. There are certain ability which can increase the HP restoration by a certain percent. Some of those skills are Monk's MANTRA and White Mage's TEMPERANCE (although there are other skills which can increase HP restoration, we will stick to these two as we hope they can represent the other skills as well). According to their description, MANTRA and TEMPERANCE increases HP Restoration by 10% and 20% respectively. While the effect are noticeable, are they, statistically speak, significant?
METHOD
We use a Level 80 Monk and White Mage to test the significance. We use CURE II for the healing, CURE II has a Healing Potency of 700. The Monk had Average Item Level of 489, Critical Hit of 3081 and Determination of 1257. The White Mage had an Average Item Level of 500, Critical Hit of 3241, Determination of 2523, Healing Magic Potency of 4854, and Mind of 4854. As stated by FF14 Lodestone and In-game as well. Critical Hit, Determination, Healing Magic Potency, and Mind affects HP restored by Healing Magic.
There are 4 treatments: Control (No treatment), Mantra, Temperance, Temperance + Mantra. Each treatment will be repeated 5 times. Critical Healing does not counted into the data and therefore will not be analysed.
As for Statistics Test we use a Statistical Software called IBM SPSS Statistics 20. First, rather than Kolmogorov-Smirnov test a Shapiro-Wilk test of Normality is conducted because we only have 5 sample for each Treatment (Kolmogorov-Smirnov is used when we have 50> samples). We use confidence interval of 95% (or α 0.05), where if Sig>0.05 the data is normally distributed, if Sig<0.05 not normally distributed.
After checking Test of Normality, we performed One-Way ANOVA Test (Analysis of Variance Test) with LSD Post-Hoc Test as well as Homogeneity of Variance Test. Homogeneity of Variance Test using confidence interval of 95% (or α 0.05) where if Sig>0.05 data variance assumed different, if Sig<0.05 data variance assumed same. After that, One-Way ANOVA significance is determined, if the Sig>0.05 then H0 (Null hypothesis) is accepted where Sig<0.05 H0 is rejected. Last is LSD test, where we compare treatment between treatment (again using 95% confidence interval).
RESULTS AND DISCUSSION
a. Test of Normality
As we can see from this Normality test (Use the Shapiro-Wilk on the right instead of Kolmogorov-Smirnov). All treatment data has a value of >0.05 (0.848 > 0.05; 0.937 > 0.05; 0.895 > 0.05; 0.958 > 0.05). Then we can assume that all data distributed normally.
Picture 1. Test of Normality Result
b. Homogeneity of Variance Test
Levene test (Picture 2) is used to determine whether the variance that we have differs or same. The significance value is 0.983 therefore we can assume the variance of data is same. (0.983 > 0.05).
Picture 2. Levene Test shows that the variance of data is same (0.983 > 0.05)
c. One-Way ANOVA Test
ANOVA significance test is 0.000 (Picture 3) (p<0.05) therefore H0 (Null hypotesis) is rejected and use H1 (Alternative Hypothesis). So, THERE IS A SIGNIFICANT DIFFERENCE BETWEEN TREATMENT.
Picture 3. The Significance is Lower than 0.05 (0.000 < 0.05). Therefore we reject the Null Hypothesis (H0) and accept Alternative Hypothesis (H1) in which each treatment differs significantly.
d. LSD Test (Post-Hoc)
LSD Test which indicates there is a significant difference are marked with a star symbol (*) (Picture 4).
- Control= Control vs All treatment, there are significant differences (p<0.05).
- Mantra= Mantra vs all treatment, there are significant differences (p<0.05).
- Temperance= Temperance vs all treatment, there are significant differences (p<0.05).
- Temperance + Mantra= Temperance + Mantra vs all treatment, there are significant differences (p<0.05)
Picture 4. Star symbol (*) on the Mean Difference Table means a significant difference between each treatment. All treatments have a significant difference (p<0.05)
CONCLUSION
Increase or decrease even by a little of 10% has are significant effect on how much is health restored. Thanks to Square Enix who has thought of this and not just add random percentage. This 10-20% increase in healing could potentially save lives, especially in High End Raids (Savage/Ultimate) or Extreme Trials. So Healers DPS are recommended to use skills that has a a healing percentage increase as they are proven to be statistically significant. Also, players must also need to know when to use it the best.
NOTE
I would like to thank RDさん who helped me with this mini research. Also I realised that I am not a perfect human and eventually I can make mistake, therefore I apologise if there are any Statistician Master if there's a mistake in my founding.
Just a Screenshot of testing my theory
submitted by /u/ramaYKMR
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