Hi everyone. I looked around and couldn't find a clear answer to this question, so I thought I'd ask:
KoLmafia's Familiar Trainer seems very effective for anyone who just wants to get their familiar to a certain level, no-questions-asked. This is great and all and works most of the time. But for someone who needs to be optimal, it doesn't give a whole lot of leeway.
Is there a reason the View Matchup option only gives the bare minimum information and doesn't go the extra (very small) step of delineating the probabilities of outcomes? Knowing what the chances are allows the player to juggle familiar weight effects to alter the outcomes. Also, it allows the player to pick something besides the 96% win scenario (in case it's more important to win 100% of the time over getting the most exp). This would be very nice for someone in Hardcore or with limited resources.
Now it's quite possible I'm overlooking something (some functionality or script) entirely (it wouldn't be the first time). Please tell.
Otherwise, would it be too much to ask to add the feature? I'll help with whatever programming knowledge I have! If it's a matter of the calculations being difficult (really?), I have them calculated here:
	
	
	
		
If it can't be done, I was planning to write a script to accomplish the same thing (with these calculations).
Thanks for your time.
				
			KoLmafia's Familiar Trainer seems very effective for anyone who just wants to get their familiar to a certain level, no-questions-asked. This is great and all and works most of the time. But for someone who needs to be optimal, it doesn't give a whole lot of leeway.
Is there a reason the View Matchup option only gives the bare minimum information and doesn't go the extra (very small) step of delineating the probabilities of outcomes? Knowing what the chances are allows the player to juggle familiar weight effects to alter the outcomes. Also, it allows the player to pick something besides the 96% win scenario (in case it's more important to win 100% of the time over getting the most exp). This would be very nice for someone in Hardcore or with limited resources.
Now it's quite possible I'm overlooking something (some functionality or script) entirely (it wouldn't be the first time). Please tell.
Otherwise, would it be too much to ask to add the feature? I'll help with whatever programming knowledge I have! If it's a matter of the calculations being difficult (really?), I have them calculated here:
		Code:
	
	M = Your_familiar's_modified_weight - Their_familiar's_modified_weight
Result	Chance
M + 4	4%
M + 3	8%
M + 2	12%
M + 1	16%
M	20%
M - 1	16%
M - 2	12%
M - 3	8%
M - 4	4%
Result	Exp
-	0
0-5	5
6	4
7	3
8+	2If it can't be done, I was planning to write a script to accomplish the same thing (with these calculations).
Thanks for your time.
			
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		 The only reason I'm asking for this is that it doesn't actually require anything to be added. The calculations are already there, just hidden for some reason.
 The only reason I'm asking for this is that it doesn't actually require anything to be added. The calculations are already there, just hidden for some reason. 
 
 
		 I just never see myself caring to manually train weight like that... If I'm going to farm familiar items, I'll just find myself a 100% one and do that in groups of 10, since I'm going for the item as opposed to caring about the experience. Or... y'know... buy it and save myself the ~15 turns (has anyone spaded whether necklace and specific items are 50/50 split?) per specific familiar's item gained.
 I just never see myself caring to manually train weight like that... If I'm going to farm familiar items, I'll just find myself a 100% one and do that in groups of 10, since I'm going for the item as opposed to caring about the experience. Or... y'know... buy it and save myself the ~15 turns (has anyone spaded whether necklace and specific items are 50/50 split?) per specific familiar's item gained.