Bug - Not A Bug Modifier Maximizer screen misdisplaying +item bonuses

McDutchy

New member
Searched and couldn't find related posts in the bug forum. Anyways- for the modifier maximizer screen, under the +item drops subselection, the "Current score" and "Predicted" in the black bar to the left of the "Equip all" button are displayed as 100 higher than what they should be, according to the bonus lister on the left side of the screen and the "n combinations checked, maximum score x".

Attached is a screenshot with the relevant information circled in red.

item bug.png

I'd like to see all of these displays updated to use the same numbering display- currently, no two of them look the same. The same bug is also present with the meat drops selection on the Modifier Maximizer screen.
 
The point here is that the number to the left is your bonuses only while the one in the modifier-maximizer is your bonus + your inherent drop, i.e. normally something would drop at 100% of its rate (say 10%), but with a 50% bonus it will drop at 150% of its base rate (i.e. 15%).
 
But none of the three displays match exactly and there's nothing specifying how or why any of them are different from eachother. It would be a lot more intuitive if they all looked the same, like the +x% on the left pane.
 
That's a mighty OCD you have there :D

The best score takes into account the tie breaker, so it will be higher than the Current score, which shows your current item drop rate modifier % (inherent 100% + bonus).

The side pane only shows the bonus.

All have an explication and a meaning, although you might make a case for the current score to show only the bonus and not the base item/meat drop rate modifier. But it's purely aestethic, and probably not very high on the devs' priority list.
 
I'd argue that it makes more sense to display it in the current way or if the devs were especially bored and wanting to make a change there, to add the +100 to the sidebar display because having a -25% meat modifier doesn't mean that you lose meat with every fight (unless you're healing large amounts, but that's your own fault). Likewise, unless you manage a major negative modifier, you'll still be getting some items regardlesss of your chance drop... Barring being underwater, you're unlikely to break down to <-99. The issue with changing the display is that while that's your item drop level, it's not your modifier level... your modifier is drop minus base... so you need to take off the initial 100% and see what's left. If you buy a package with 20% more, that doesn't mean that it has 20% as much as before... it's 120% of its former size, but the modifier to its size is 20%.

Basically, I can understand why they did it the way they did, agree with each section/display point, and only real thing that maybe should be updated would be the documentation, if it actually doesn't explain the difference.
 
This is working exactly as intended. The Maximizer includes your inherent 100% drop rate for items and meat so that the displayed score is proportional to what is expected to actually drop. By setting the weights for those two modifiers equal to the base drop rates for the location you're adventuring in, the total score becomes equal to your expected meat-per-adventure value; you could evaluate the cost-effectiveness of a boost by simply comparing its cost to its score. However, that doesn't make the base 100% actually part of the "modifier", as that term is used within the KoL community; everywhere you find any discussion about modifiers, such as on the KoL Wiki, it refers only to the bonus amount.

Or, in simpler terms: there is a reason why those numbers are being labeled as a "score", rather than something like a "modifier value"...
 
That explanation makes me wish for more of the Maximizer functionalities to be available to ASH scripts!
 
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