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Changes to OSCR Combat Time Requirements #92
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Note that if we go with the map / season based approach, we would keep the existing 90% value for legacy ladders, and new ladders going forward would have 85% (or if its changed again, that new value). Basically don't invalidate previous records. |
Resolution of this Issue will be determined based on a poll in the Builds Discord: https://discord.com/channels/889102180332732436/1311772333475631216/1313866996865171496 |
Conversation with Chell and Shinga made me come to the conclusion that we should also be defining where "total combat time" comes from, and that "total combat time" is not necessarily the "longest combat time". Longest combat time was originally used because it was the best method we had available. We now have total run time which should likely be used instead. |
If we go with the new combat time duration consideration needs to be taken to make it a flag where leagues with that flag have the total combat log duration and not the relay-style one we currently have. |
This issue exists to track proposed solutions to combat time requirements within OSCR. These changes are not limited to Infected the Conduit: Elite but largely affect times on that map and specifically the difference in runs between Left-Right and Split run types.
Current Solution
All Maps: A character has a valid parse if their combat time is within 90% of the longest combat time.
Proposed Solutions
All Maps: A character has a valid parse if their combat time is within 15% of the mean combat time. Proposed by Stephen here.
(possibly alternate table) No combat time restriction but calculate dps over complete combat time instead of player combat time. Proposed by Krassl4 here.
All Maps: A character has a valid parse if their combat time is within 85% of the longest combat time. Adjustment to the current rules as originally posted by Mara here.
All Maps: Apply a variable percentage rate based on the map and season. Proposed by Markus here
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