I think you need a step between yellow and red for possible but do not attempt. Like Ergoth is all-resistant, sure you can kill him on an elemental class but it won't be anywhere near the speed other classes do it.
Or downgrade yellow based on percent of damage/time taken.
100% = blue
80%+ of best class = green
40%+ of best class = yellow
less = orange
0% (unable to damage) = red
The trouble is giving the ratings context. At level 180 skills are available, hp is higher and KB is easier. Some classes come out of 4th job more quickly than others, or are better suited at lower levels.
Maybe split it into a colour and letter rating, colour:damage%, letter:class vs. class combined ratings. Range/Melee, usefulness of HP/Avoid, etc. combined to feasibility of killing the boss. With A being "easy" (stand in 1 spot and hold your primary attack, you will always hit), B being "using pots" (stand in 1 spot and attack, use a pot when your hp gets below some amount), C being "chase the boss"/"heavy pots"/"strategic" (you can't easily pin the boss, he will flee you and you can't hit him a lot of the time, or he costs a disproportionate amount of pots for the rewards, or naive players will die (seduce/damage reflect fit in there if they're manageable)), D being "annoying as hell" (the CKPQ archer vs. corsair/mage/bowman comes to mind), F being "do not attempt, you can do the damage but you will never kill this boss". Anego's 18k melee damage comes to mind... sure, it's a holy-weak boss and my Paladin would be high on dps-charts, but uh... 1 slap and I die no matter what.
ex HH is an A for ranged classes, B to C for melee (depends if the pumpkin is useful to you, as his other drops are worth an average of maybe 1500 mesos). Zakum is A for pretty much everyone (B for magicians if they use MG). Papulatus is B.
Or downgrade yellow based on percent of damage/time taken.
100% = blue
80%+ of best class = green
40%+ of best class = yellow
less = orange
0% (unable to damage) = red
The trouble is giving the ratings context. At level 180 skills are available, hp is higher and KB is easier. Some classes come out of 4th job more quickly than others, or are better suited at lower levels.
Maybe split it into a colour and letter rating, colour:damage%, letter:class vs. class combined ratings. Range/Melee, usefulness of HP/Avoid, etc. combined to feasibility of killing the boss. With A being "easy" (stand in 1 spot and hold your primary attack, you will always hit), B being "using pots" (stand in 1 spot and attack, use a pot when your hp gets below some amount), C being "chase the boss"/"heavy pots"/"strategic" (you can't easily pin the boss, he will flee you and you can't hit him a lot of the time, or he costs a disproportionate amount of pots for the rewards, or naive players will die (seduce/damage reflect fit in there if they're manageable)), D being "annoying as hell" (the CKPQ archer vs. corsair/mage/bowman comes to mind), F being "do not attempt, you can do the damage but you will never kill this boss". Anego's 18k melee damage comes to mind... sure, it's a holy-weak boss and my Paladin would be high on dps-charts, but uh... 1 slap and I die no matter what.
ex HH is an A for ranged classes, B to C for melee (depends if the pumpkin is useful to you, as his other drops are worth an average of maybe 1500 mesos). Zakum is A for pretty much everyone (B for magicians if they use MG). Papulatus is B.

