Closed SirPhoenix88 closed 9 years ago
Can you confirm that you're seeing the same thing in the Item Search tab? The Active Battle tab is a little bit more complicated since it updates on the fly using a combination of the data from the database and the data from session. In the database, I have two relevant tables:
battles
id
name
times_run
drops
battleid
itemid
drop_count
When you finish a battle, it increments battles.times_run
and then, for each item you obtained, adds the count to drops.drop_count
for the matching battleid
and itemid
. So the data should be fine in the database, this is probably just a UI bug (the UI code is really ugly right now, so I need to work on that).
Let me know if you see incorrect information when using the item search page. That hits the database every time, so it should be authoritative.
Just to clarify, the battles.times_run
column is always incremented every time you complete a battle, even if you get nothing. So the fact that it took you 3 runs to see your first item B shouldn't matter, because the database still knows you ran the battle 3 times. So that's why I think it's a UI bug.
Ah. That’s fine then. Just have to update the client.
From: cppisking [mailto:notifications@github.com] Sent: Tuesday, May 19, 2015 6:28 PM To: cppisking/ffrk-inspector Cc: SirPhoenix88 Subject: Re: [ffrk-inspector] Bug: Calculations based off first drop, not all runs. (#20)
Just to clarify, the battles.times_run column is always incremented every time you complete a battle, even if you get nothing. So the fact that it took you 3 runs to see your first item B shouldn't matter, because the database still knows you ran the battle 3 times. So that's why I think it's a UI bug.
— Reply to this email directly or view it on GitHub https://github.com/cppisking/ffrk-inspector/issues/20#issuecomment-103684180 . https://github.com/notifications/beacon/AL36D36HtuZTUQMvGHEHc8gdP-my0ZG_ks5oK7BrgaJpZM4EgzFu.gif
So I noticed today when running a round a couple times that it only started tracking the number of rooms ran after I picked up the item.
Example room: Item A is achieved on first run and only obtained once. Item B is achieved on third run and only obtained once. First run: Item A - Room 1 - 1 - 1 - 100%
Second run: Item A - Room 1 - 1 - 2 - 50%
Third run: Item A - Room 1 - 1 - 3 - 33% Item B - Room 1 - 1 - 1 - 100%
This gives bad statistics for rare drops making them seem more plentiful than they are. I suggest tracking the number of times a Level-Room combination is run in a separate table.
LevelRoom 1a - Room 1 - Level 1 1b - Room 1 - Level 1 1c - Room 1 - Level 1
Item A - 1a Item B - 1c
Total runs: 3 Both drop %: 33%