Slay the Spire

Slay the Spire

Pick Rate Statistics
19 Comments
浮木 2 Jan @ 1:45am 
我喜欢你
我是小猫ッ 5 Nov, 2024 @ 7:07am 
补充一下,“平均一个赢的卡组某某牌有多少张"这个表述可能不太详细,假设我有10%的赢的卡组里有壁垒,在这些局里面壁垒的数量都是1但有一局有2个壁垒,那平均下来肯定是超过1张壁垒,用英文表示特别简洁就是1.1 in 10% decks 这样(数据是编的,只是举个例子)。翻译过来就是,壁垒在10%的卡组里抓了平均1.1张,这两数据一个是数量一个是占比,也很有参考价值,可以帮助判断一张牌是否适用面很狭窄,大概应该抓几张够用了,或者镜子复制的优先级等等。我估计肾幽魂这种几乎都是多多益善,但是不一定能拿到复数张,平均下来可能是1.5,那别人看到金卡1.几的多少也会明白这种牌是可以多抓的,如果1.0就说明只拿一张就够。如果是2.几的可能说明这牌抓1张太少,至少会拿2张,并且这个牌可能比较容易拿到2-3张(一般是白卡)。
nlsnk02  [author] 5 Nov, 2024 @ 6:19am 
@768和Stalker ,好,我下次更新一并加上
我是小猫ッ 5 Nov, 2024 @ 6:18am 
还有如果我没看错应该是没有统计商店的买牌吧,毕竟商店决策相对来说复杂一些,你的mod暂时不管这个数据也无可厚非。但除此之外还有很多数据都有参考价值,比如抓的次数除以总共看到的次数的真抓取率(主要反映重要程度、一定程度上反映强度),升级之前和升级之后的抓取率区分,平均一个赢的卡组某某牌有多少张,这些都比你说的一抓率更直观,希望可以在后续改进。
我是小猫ッ 5 Nov, 2024 @ 6:18am 
有一些牌比较明显适合在后面买,比如均卡猎四层买个铁蒺藜补输出,但是前面就几乎很少会主动抓。这种牌你用一抓率完全评估不了,因为他就是很针对的牌前期很可能就是0(假设不是每个人都能打几百局有足够大样本,就会有一堆0),如果你这mod一堆概率都是000那完全没有意义,好像把很多一抓不拿的牌一棍子打死了一样。还有一些白卡防牌一抓全是0因为前期要补输出打精英,但是绿的就可以拿或者晚一点来也可以拿,然后好不容易拿个一两局打完还是0实在没绷住。。。
nlsnk02  [author] 5 Nov, 2024 @ 5:07am 
@768和Stalker 你好,这个mod统计的是“一抓率”,而不是每一次抓牌的抓率,这是我个人认为相对具有参考价值的数据。可能确实给玩家带来了一些困扰。。。我之后加一个按钮来切换成真正意义上的抓取率吧(这个数据说实话看起来会有点奇怪
我是小猫ッ 5 Nov, 2024 @ 4:51am 
是不是有bug,我拿了一个冻蛋金卡绿的能力并且也赢了,结果似乎只统计了没升级的,不管怎么调那个100局样本数量都还是0%。有很多牌都是明明拿了但是后面还是0%,非常奇怪,是不是绿的就直接没统计进去
MrZhu 20 Sep, 2024 @ 10:03pm 
是否可以改成拿牌的胜利概率?也就是抓取该牌后胜局的频率,而不是抓取频率,可以模组设置中切换显示的数据。另外,X的100局上限是否可以无上限?
Can it be changed to the probability of winning the card?That is, the frequency of capturing the victory of the card, rather than the frequency of grasping, can switch the displayed data in the mod settings.In addition, can the upper limit of X's 100 innings have no upper limit?
rightasreine 17 Jul, 2024 @ 9:35am 
percentage text can bug out like crazy & appear all over the screen during fights. opening menus makes the numbers disappear but then they come back, sometimes in different spots, when you close the menu & resume the fight. ive mostly had this happen in acts 3 & 4. as cool as the mod is i cant really use it in its current state. would very much like a fix as its definitely useful
rightasreine 27 Jun, 2024 @ 10:41pm 
percentage text jitters when choosing to upgrade a card at rest site
Mumei 4 Jun, 2024 @ 6:37pm 
I installed this mod on a new sts copy with only a couple of games played and some cards showing more than 0% pick rate or win rate despite me never taken them before.
nlsnk02  [author] 18 Apr, 2024 @ 7:50am 
@PabloRo Compared to cards, I think it's clear at a glance which boss relic has a better effect and which one is not. Like Ectoplasm,Velvet Choker..
nlsnk02  [author] 18 Apr, 2024 @ 7:50am 
@rightasreine ,Oh, I only understand what you mean now. But it will take some time for the data to have a certain scale... After opening the mod, the player's card picking habits will not immediately change, will they? Perhaps the statistical results of the game after opening the mod are similar to those of the past 5 games?
PabroRo.TTV 18 Apr, 2024 @ 3:08am 
Simple and pretty good. I'd like to see the same feature in boss relics selection. Still I like this mod. 10/10
rightasreine 16 Apr, 2024 @ 8:42am 
also, your english is quite good!
rightasreine 16 Apr, 2024 @ 8:41am 
glad to hear, & i think i realized my issue of certain event choices having probabilities while others didnt is, i presume, because they either have cards tied to them or not, respectively. in which case, thats just my misunderstanding

as for the potential config, its hard to say what a realistic range of games is, especially since some are reset or lost quite early & not actually played through much, if at all, depending on the player. i think it would be nice for the range to be along the lines of anywhere between 5 & 5000, as overkill as the latter is, or roughly something of the sort

however, i still think i would prefer my initial idea of sampling only pulling from games since the mods installation. in a perfect world, both are optional configs, although im not sure how difficult either of our ideas are. thanks for responding
nlsnk02  [author] 16 Apr, 2024 @ 7:56am 
@rightasreine
Thank you very much for your comment. The first bug you mentioned, which also occurred during testing by my friends, seems to have appeared despite the simplicity of the related code. It's possible that there are certain issues with the history records of the game itself.

I will immediately work on fixing the bug in the matching game.

Regarding your suggestion about the history records being too outdated, I find it highly constructive. I recommend adding a progress bar control in the config to manage the statistical data. Perhaps I might set the default to consider only the pick rate of each character in the most recent 20 games?
(I apologize for any misunderstanding or lack of clarity due to my limited proficiency in English.)
rightasreine 16 Apr, 2024 @ 7:34am 
in match & keep, flipping a card will occasionally reveal the other matching card by showing pick rate over the face-down match
rightasreine 16 Apr, 2024 @ 5:48am 
cool mod but seems a little buggy. sometimes cards (in rewards or deck) lack a rate meanwhile things like strikes/defends do (0%) & watchers miracle (100%). some event choices also seem to lack statistics, while other choices of the same event dont

another issue imo is that i have NO idea how old the statistics are &, assuming it began with my very first hrs, theyre horribly outdated due to my gameplay-changing mods & improvement in the game. even if they "only" trace back to when i began modding or editing saves, thats also outdated for the same reasons. i would prefer if by default or with a config, the mod only tracked back to its installation, as i think thats far more intuitive albeit slower in its use

regardless, thanks for your hard work. its among the small handful of mods that i install as soon as i see it despite never considering the design idea before