Take into account the number of Paragon turn-ins in relevant reward probability calculations #342


  • New
Closed
  • cybrnoid created this issue Jun 24, 2019

    Right now, Rarity calculates the various Paragon reward probabilities using the number of turn-ins it has seen the player do.

     

    Instead, it would be awesome if you incorporated the number of Paragon turn-ins as reported by C_Reputation.GetFactionParagonInfo(factionID).

     

    Using as an example the Army of the Light (factionID 2165), the first return value of C_Reputation.GetFactionParagonInfo(2165) returns 142260 for me.

    This means I have completed the Paragon 14 times, therefore the probability of the relevant faction mounts dropping should be calculated by that amount, and not the amount of times the addon has seen me do the turn-in quests.

     

    Thanks for your overall effort, excellent addon!

  • cybrnoid added a tag New Jun 24, 2019
  • Cakechart posted a comment Jun 27, 2019

    That's an excellent idea. But what about items that are set to be tracked repeatedly? Rarity would track the attempts it has seen since the last time an item (e.g, a pet) was obtained, but changing it to use the API would surely throw this off.

     

    I'm not sure how many such items there might be, but I do believe there's at least the pet from the Broken Shore that can be obtained repeatedly.

  • cybrnoid posted a comment Jun 27, 2019

    Right! I guess it could make sense to use the Paragon API only for items that are tracked once, and continue to use its current method to calculate "kills since last drop".

     

    I don't know whether this could pose storage problems for you though i.e. keeping different kill counters for the same boss that, say, drops a mount which we care to track once, but can also drop a pet repeatedly.

  • Cakechart posted a comment Jun 28, 2019

    Ah, but technically any item can be tracked repeatedly based on the player's settings. Besides, paragon rewards use the same detection method also used for various containers, while adding a specific new method to (admittedly more accurately) track those paragon rewards means some extra effort, with somewhat little return for most regular users.

     

    That isn't to say I would be against integrating it if someone wanted to add the feature (hint, hint). I just don't have the time to do anything much with Rarity or even WOW right now, and there's many higher-priority issues I will have to take care of before I can even consider optional improvements... For reference, this is the current list of issues: https://github.com/SacredDuckwhale/Rarity/projects/1 - and this new patch is bound to add even more that will require "urgent" fixing.

     

    Paragon rewards (the containers, i.e., boxes you open) have nothing to do with bosses, though. Or am I misunderstanding that part?

  • Cakechart posted a comment Jun 28, 2019

    For reference, this is the issue on GitHub: https://github.com/SacredDuckwhale/Rarity/issues/114 (so I haven't discarded your suggestion, even if I probably won't get to implement it anytime soon)

  • cybrnoid posted a comment Jul 18, 2019

    That's fine, thanks for taking the time to consider! If I was proficient with LUA and WoW's API I'd definitely give it a shot.

  • Cakechart closed issue Aug 29, 2023
  • Cakechart posted a comment Aug 29, 2023

     

    Coming back to this, I don't think the small benefit in a niche use case is worth the technical complexity it would bring. Closing as "won't fix", sorry.


To post a comment, please login or register a new account.