Closed brunolm closed 7 months ago
Will close this one with my response on Discord.. sorry!
I'm really on the fence on this..
I didn't want to maintain parameters for what constitutes as cheating, getting false positives is something I'd rather just avoid entirely.
Cheated sigils are really easy to check, but damage caps are currently not reliable and rely on user-collected data. for cheaters, it's already blatantly obvious when they're cheating when you look at their damage, or sigils. I don't feel like I need to build anything to explicitly flag it.
However, I know for getting a baseline of overall character performance, it does make sense to filter out cheaters and outliers (even the subtle ones who only tweak their values a tad past cap).
I'm not sure if this makes sense within the parser where the goal is for direct self improvement visibility, where it's more about comparing your own historical numbers. at least, that's how I see it..
so I think for now, the parser should be focused on being a raw data collection tool and then anything else that filters on that data would be an external tool/process.
Basic cheat detection for modded trait levels, subtraits or modded traits.