![]() ![]() Otherwise scores would inflate for cards that perform well late in the game. ![]() Act 1 scores are weighted higher and Act 3 scores lower to compensate for higher spread of winrates later on. #SLAY THE SPIRE SEEDS NOT WORKING PLUS#Some cards don't have data on when they were obtained (transform and copy events, the Library, etc) plus cards obtained at the start from Neow's bonus are labeled as "Act 0" and not shown in the simplified table, but included in the overall score (and you can see their stats on the detailed tierlist table). ![]() Why don't scores for all acts add up to the total? Lastly, Act 1 scores are weighted higher (1.5) and Act 3 scores lower (0.5) to compensate for higher spread of winrates later on. So I just capped it at losing 50 points and set that as 0, since beyond this point the card can just be safely labeled as "bad" and dismissed. I considered throttling low-sample negative scores the same way, but linear scaling wasn't doing the trick and cards still ended up with -300 when they have 0 winrate out of 7 samples in Act 3 or something like that (and it would take forever to get more samples, since nobody picks the card in the first place). Negative scores are not throttled, but hard-capped at 0 instead. For cards that are picked more often the system gains more confidence in its evaluation and this penalty decreases linearly until it disappears completely for cards in the 40th percentile of popularity and above. Positive scores are "throttled" for cards with low sample size, meaning cards that are rarely picked get only a small boost to their score, otherwise you'd have stuff like Flechettes unreasonably high because the card actually does well when picked in exactly the right deck, but 99% of the time nobody takes it since it's generally really bad. They are derived from winrates of each card compared to the average winrate of all cards, broken down by act - you can see the actual winrates and more info in the detailed tierlist table.Īt the basic level, it's just delta winrate*1000 (to make a nice round number) and then act scores are added up together, but there are some adjustments: Whether the intent was to cheat or simply experiment with the game, such runs are not useful for statistical analysis. Another reason is data manipulation - if the parser detects that you've been tampering with the save file, the run will be flagged as invalid. The most common cause is choosing a custom seed (when you choose a seed, you know the outcome of everything, so it's not a 100% fair game). It means that the run has been recorded, but excluded from statistics. #SLAY THE SPIRE SEEDS NOT WORKING MOD#Unless some mod in the future becomes extremely prevalent (like Long War for Xcom for example) and warrants its own separate stats, there will be no mod support. ![]() It seems like most people prefer to play Endless with additional modifiers, which makes data between different runs not comparable. I planned to do it, but now that it's mixed with custom runs - most likely not. Will there be support for Endless Mode and Custom Runs? They are different every day and any statistics collected about daily runs would be meaningless for any other day. "Daily Run Rejected" when you are certain you're not trying to upload a daily run, please contact me via email or on Reddit (info at the bottom of the page). If you don't think the error message was applicable to you - i.e. These are runs uploaded directly to the site, plus some runs that the devs sent me in a batch to supplement the existing data and you can actually see differences between the two groups on the General Stats page. Are these ALL the Slay the Spire runs ever? ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |