-
released this
2026-09-06 11:05:27 -05:00 | 15 commits to main since this releaseFixed
-
The scouting report's lane arrows and the WEAK LINK badge no longer
contradict the card they sit on. Both verdicts were computed from ranked LP
and on-champ form only, while theROLEline right beneath them — recent win
rate and KDA at that position, across every champion — was fetched, rendered
and then ignored by the maths. So a 152 LP edge handed a favourable arrow to an
ally first-timing their pick at 33% in the role, against an enemy at 44%; and
the weak-link badge landed on the highest-LP-deficit ally rather than the one
actually losing their lane, even when a teammate's own role line said as much.laneVerdictandthreatScorenow take a third component fromroleStats,
scored the same way as on-champ form (win rate against a coinflip, discounted
by a squared ramp to the five-game sample floor) at 0.6 weight, because role
form is the broader read of the two. In practice it moderates a rank-only call
more often than it flips one — the case above now reads "even" — but it is the
only evidence available for a player with no history on their pick, which is
exactly when the old scoring was least defensible. The sample discount,
isLowSample, and the two components are now written once against a shared
SampledStatsshape rather than duplicated per section.
Changed
- The
ROLErow leads with its game count —6g · 55% · 3.10 KDA— and dims
itself with the same amber*the on-champ row uses when the sample is under
five games. Both rows are cut from the same ten-match request, and the role
line is the thinner of the two because it keeps only the games played at that
position, so a bare70%was routinely three games of noise presented with
more confidence than the on-champ number beside it, which had carried a
low-sample marker all along.
Downloads
-
Source code (ZIP)
0 downloads
-
Source code (TAR.GZ)
0 downloads
-