anchor.diff:  Right now most builds use high hit (500+) anyways, so it's probably not an issue.
   For completionist reasons I would still like to have that formula.
   
  +[size=+1][color=#B2EBF2]Enemy Crit Penalty[/color][/size]
  +Once we have a better understanding of enemy defense rating (that's still a bit wonky), I can incorporate the enemy crit penalty properly.
  +
   [size=+1][color=#B2EBF2]Physical/Magical Protection[/color][/size]
   Right now I'm assuming that the displayed skill damage is not reduced by the boss.
   It's probably irrelevant for comparing builds, but for completion (and maybe even verification) purposes, knowing the formula and values for protection would be nice.
  
positive.code: That is the sustained damage without downtime and with optimal vulnerability uptime.
  
  Also, as I'll mention in the Future Work section, this DPS does not take enemy protection into account.
  
  
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negative.code: This algorithm is based on [Genetic Algorithms](https://en.wikipedia.org/wiki/Genetic_algorithm) and this is a common problem for them as well.
  I have some ideas that I could test in my spare time ;)
  
  [size=+1][color=#B2EBF2]Comparison with Recommended Stats[/color][/size]
  Add a section to the analysis that shows what would happen if you'd run with the .9.5 or QL11 recommended stats.
  
  
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