Thanks for your patience.
I've updated the main post to reflect the following changes since yesterday. Let me know if you see any errors.
1) I've explored the issue mentioned by Byrth about some of my residuals showing a pattern and not being randomly distributed around the residual=0 line. I believe that these patterns are actually expected to occur given that we are fitting truncated data to a non-truncated, interpolated, model. Additionally, the shape of the patterns present in the residuals are determined by my model grid step size (i.e. by exactly where the model grid interpolation lands as its "best" fit).
Given that my data was not taken from nature, and technically has zero formal uncertainty, it should not necessarily follow a Gaussian or Poisson distribution centered on 0 residual. It should follow a more uniform distribution, with roughly an equal number of data points above the residual=0 line as there are below. Data points being weighted more above or below the residual=0 line suggests a slightly incorrect "V" value, while a constant and linear slope across the residuals suggests a slightly incorrect "M" value (certainly off by less than 0.01 if you consider the values obtained from the fits - minus the M=0.45 for the smallest dINT range for "Ichi" spells. That one is clearly off by 0.05...), as pointed out by Byrth. Ideally you want them all to be exactly 0, though.
2) I found and corrected two typos in my published data tables:
- dINT=59 showed 248 damage instead of 250 damage
- dINT=203 showed 1298 damage instead of 1296 damage.
My data collection was entered manually after every one to three ninjutsu casts. I'm glad there only appear to be two typos considering how tedious this task was. The data tables in my GitHub repository have also been updated.
3) After correcting the two data typos, I am now able to exactly recover the damage for all nukes across the entire observed dINT range using a simple spreadsheet, based on the values obtained through my minimization fitting. See the main post's new "Spreadsheet Manipulation" subsection for the details.
Unfortunately, I am only able to obtain a perfect match if I set the "Ni" and "San" ninjutsu skill caps to 349 and 499, respectively. A "San" ninjutsu skill cap of 499 directly conflicts with two separate data sets I've collected that each demonstrate an increase in damage at 500 skill compared to 499 skill (see my Data Collection ""San" ninjutsu skill upper limit data table." spoiler for details). The simple solution I speculate on is the "San" Ninjutsu Skill Potency Bonus using ("Ninjutsu Skill" - 1) in its equation. I do not plan to explore this further for now, but I invite somebody else to take up the challenge.
Valefor.Furyspawn said:
»For free nuking, how would a pair of max-augmented Malevolences compare?
Not even close. Pair of Ambus is far ahead (~33% on :ni and ~27% on :san)
I find similar results: perfect malevolence are far behind the ambuscade weapons. Magic damage is a relatively rare stat. The extra +99 magic damage on each of the ambuscade weapons is potent when you consider how much it increases your base damage. This extra magic damage then gets multiplied by the various multipliers, such as magic attack bonus ratio, ninjutsu skill potency, Orpheus's Sash, magic bursts, etc.