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v3.9.1 — scouting report: team damage rollup only
StableAll checks were successfulCI / build-and-test (push) Successful in 2m18sreleased this
2026-07-28 22:39:20 -05:00 | 30 commits to main since this releaseChanged
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The scouting report shows the team damage rollup only — the per-champion bar
is gone. 3.9.1 reverses 3.9.0 on this point. That release dropped the bars
from the champ-select board but deliberately kept them on the report, on the
reasoning that "one player is the point" there. In use that turned out to be
wrong: a champion's damage split is a property of its kit, so the bar reads the
same on the card as it does folded into the column rollup above it, and the
report is the surface where that costs most — it is read mid-game under time
pressure, and ten repetitions of a fixed number were pushing apart the rows
that genuinely differ per player (rank, mastery, on-champ form).Both surfaces now follow one rule: damage is a team question, answered once per
column.ChampionDamageBarandsplitTooltipare deleted rather than left unused —
neither surface renders per-champion splits now, and the coverage they had
(thin sample, previous-patch fallback, off-patch aggregate) is asserted on
profileTooltip, which is what the rollups actually use.No mid-game refinement is possible here for now: Riot's Live Client Data API
exposes no damage figures for any player (scorescarries only kills, deaths,
assists, creep score and ward score), so the rollup stays kit-derived until the
post-game match data lands.
Fixed
- A test that passed on the day it was written and failed every day after.
stats-provider-artifact.test.tshardcoded a fixturefetchedAtwhile leaving
the provider on the real clock. The provider persists the payload's own
fetchedAtrather than a write timestamp, so once that literal aged past
cacheTtlHoursthe cached entry stopped counting as fresh and a test asserting
a cache hit began asserting against a genuine cache miss. The clock is now
pinned to the fixture. Test-only — the provider's lookup order was never wrong.
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