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Loot drops #54
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I like the idea, my only concern is complexity - there are a lot of factors affecting loot drops including luck, cr, charms, auras, traps etc. Also keep in mind that HT is not being updated anymore so for newer areas the info there is probably not accurate. |
I like to believe that a solution like population data would be sufficient, but probably will need some quirks as already done in the code to handle different special effects. Don't want to argue about tools, and no need, whatever can provide the data will suffice. For the moment I am confident I can extract it from HT for most locations. Finally I think we should focus on primary loots - those that are actually required for progress like rb potions in lab, bricks, timber, ... in mm, etc. On implementation side I am thinking of creating data files - similar to population ones, with structure:
On the UI side, I think we can add a single column on the CRE tool to display all loots and a total expected loot from 100 hunts at the bottom. Another option is to have separate columns per loot, but that could grow very large in some situations. This could potentially be used to implement the amplifier, iceberg and laby clues as form of loot - thus removing the need to handle it in code. The actual algorithm should be straightforward - having the exact setup and mice, get the loots, multiply quantities by catch rate and you get the result. |
Like you said, the algorithm should be fairly straightforward, but dealing with the UI + data + their edge cases probably won't be. I think it would be helpful to mock up the loot column(s), either in a fresh tool page or squeezed in with existing CRE columns. I'm also curious as to how large loot tables (e.g. Retired Minotaur, Ful'Mina, Monstrous Black Widow) are going to look - users are definitely going to want data for those particular mice during events. |
My initial idea was to focus on minions with the simpler list of loots, but I guess at some time we'll have to include those too. Maybe some hybrid approach in the UI - some loots like primary farming loots displayed as separate columns, so you can order and clearly see them, all the rest stuck in a single column as a list. So a quick mockup here would look like:
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Looks quite readable! One general purpose column seems sufficient for now. 1-2 primary loots should be shown initially along with an "expand" link for the remaining loots in order to keep row height at a minimum. Thoughts? |
I'm keeping a dev version deployed at my fork. So far I'm happy with the data for FC, MoPi and FRift, but still working on the tooling and exact data structure, so things may break from time to time. |
I found myself more and more extracting loot drops and then manually calculating the expected loot based on setup to better plan runs.
Maybe we can integrate such feature into the CRE tool.
The data can be easily retrieved from HT per mice/location, only the BWRift will be a bummer since mice drop different loot depending on stage and HT doesn't support that. Jack's tools on the other hand don't provide loot per mice, but aggregated per location/stage and affected by catch rate.
I can invest some time to implement it, if @tsitu or @Babalela01 think this is a good addition.
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