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Rapporter et oversættelsesproblem
Version Info:
- Java version (1.8.0_144)
- Slay the Spire (03-07-2022)
- ModTheSpire (3.29.0)
Mod list:
- basemod (5.44.1)
- ArchipelagoMW (0.1.2)
- block-reminder (1.2.0)
- coloredmap (2.4.1)
- GooglyMod (1.9.0)
- HighlightPath (0.0.3)
- intentgraph (0.2.1)
- mintyspire (2.5.5)
- relicsorter (2.0.0)
- FightPredictor (1.0.4)
Mods in stacktrace:
- FightPredictor (1.0.4)
Cause:
java.lang.NullPointerException
at FightPredictor.util.StatEvaluation.getWeightedAvg(StatEvaluation.java:88)
at FightPredictor.CardEvaluationData.createByFunction(CardEvaluationData.java:106)
at FightPredictor.CardEvaluationData.createByAdding(CardEvaluationData.java:58)
at FightPredictor.patches.com.megacrit.cardcrawl.screens.CombatRewardScreen.CombatRewardScreenPatches$EvaluateCardRewards.Postfix(CombatRewardScreenPatches.java:26)
at com.megacrit.cardcrawl.screens.CombatRewardScreen.setupItemReward(CombatRewardScreen.java:108)
- Dualcast 3.6/3.2
- Zap 2.0/1.5
- Strike+ 1.9/1.7
- Strike 0.4/0.7
- Defend -1.1/-1.1
- Self Repair -5.9/-5.8
It seems to think removing a strike+ is a better idea than removing a strike. Or maybe that Dualcast is a amazing card in my deck, and drawing Self Repair is like punching myself for 6, and the idiot that I am should just remove it and favor my Defends.
Weird.
Here's an example of the obscuring:
https://i.imgur.com/RjvfNdt.jpg
real damage: 40.
i feel like a dissapointment
Me, after doing one run: The crystal is bad at guiding.
I mean, it got me most of the way through the second act, so I guess I can't complain. But I think it may overestimate defensive capabilities. It expected me to take 6 damage on Lagavulin. LAGAVULIN! Who takes 6 damage on Lagavulin?! Especially with a 17 card deck and no clear archetype.
https://imgur.com/Kldn7U4
I had also a score of 3+ for buying Reckless Charge+ on Act 1, which is quite strange.
Why does the mod give a higher value for removing Strike+ over Strike?
Please update a option that using downgraded tensorflow(<1.5).
Example: 2.5 more upgrades remaining in the act (from events and fires). Weakest provides est +1.2 hp according to slayAI.
Adding 'uppercut' would be a -1 (just considering the raw deck), while upgrading that would be a +3. So the upgrade over upgrading the other cards in the deck is an increase in value of +1.8. That leads me to believe the correct value (factoring in the increased value of upgrades in the future) is +0.8.
The constant to calculate/estimate is "what's the value of the remaining upgrades in the act?"
Ideally, consider skip: taking many cards necessarily means not upgrading everything. Value upgrades 'in the future'. Machine learning can help again?
I think simply providing more information would be the key.
Show one line of numbers with the label "Remove" and another line of numbers with the label "Upgrade".
The same could be shown when adding non-upgraded cards, simply show what the value would be when upgraded.
When there's inevitably a conflict, the player can make sense of things with better long term planning than the numbers (currently) suggest.
If you have a card that is a common sense "always upgrade this card" there will be very few runs/fights that make use of the un-upgraded variant, and any comparison would find that players who have that card in their deck (they didn't upgrade it), are taking more damage.
The reason this is a problem is that Eruption is both flagged as a highly desirable card to remove (around +3), and a highly desirable card to upgrade (also around +3).
I feel like a naive solution (one that doesn't require a major rework) is to offset the removal weight by the inverse of the upgrade weight. (Ideally there would also be some sort of adjustment for the evaluation of ADDING a card based on how good upgrading it would be)