OP Conditions
+1
Patch Insights
- NewRecently UpdatedPatch 17.8 made some fairly major changes. The largest change is Morgana is now a Conduit. Keep that in mind when playing around AP; she slots into even more boards now than before arguably.
- NewRecently UpdatedSamira and Akali have fallen off a bit after getting nerfed. Both are viable still (especially Akali), but are more situational than before and have seen decreases in overall play rate.
- NewRecently UpdatedMiss Fortune reroll comps have drastically increased in play rate thanks to the buff to Conduit and Replicator Miss Fortune modes. Try out Replicator reroll or MF + Viktor Conduit reroll (especially with the new Morgana).
- NewRecently Updated5 Anima got significantly nerfed. It's no longer an auto-win like it was in Patch 17.7.
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Update #4
I spent some time working with the mana lock and cast time conditions for champions. It’s complicated enough that I don’t feel I can get a highly accurate representation of the data in a short enough time frame. As such, I’ve decided to label the feature “Experimental” and will continue working on making it more accurate over time, especially as users point out specific flaws. However, it does still provide some useful information which is why I’ve decided it’s still worth shipping with the Experimental tag. The reality is that to make it accurate, I would need actual frame data for exactly how long a champion is mana locked for (ideally with a decent sample size) for every champion in the game with an ability. Then I could compare against the numbers that I have found in the time graphs and use it to figure out what values I’m looking for.
Anyway, I moved on to working on tables for augments and traits primarily. Think Coven Cashouts, Call to Chaos, A Slightly Roll, Magic Roll, etc. I’ve made strong progress on this, to the point where I have fully functioning Coven table, Booster Pack augment table, and a number of other cool tables. But there’s still some minor issues that I’m trying to solve with that and I’m also figuring out how I want to present that data visually in typical TFT Flow-style.
Yesterday, I spent quite a bit of time just refining the work I’ve already done and figuring out small kinks and bugs to make it more resilient for when Set 19 comes out. My goal is to try and get as strong of an Unreal data pipeline as possible right now so that I can spend development time during Set 19 focused on site features and an overlay rather than figuring out how to grab data.
Today I am going to continue to refine what I’ve already done. For example, I spent some hours trying to figure out the best long-term system for serializing “mods” or special items (think Void mutations from Set 16 or Sona mods from Set 17) into the URL since I tend to use that slot for other pieces of data as well such as selectors (e.g: Nova selector from Set 17, Riftbeast selector from Set 18) and armory choices like Miss Fortune’s trait in Set 17 or Kha’Zix evolutions in Set 18. In general, the reason TFT Flow is taking so much longer to update is I really want to build a pipeline that has ALL the details fully automated. I want it so that if there is ever a trait like “Eclipse” again (which activates based on a condition rather than champions on board), my team builder will update without any manual code. Or that if there are units that contribute their trait twice (e.g: Lux or Elder Dragon) or take up multiple slots (e.g: Elder Dragon), I don’t have to make exceptions in my team builder code like I have until now. The Unreal data allows the automation of so many features of the website that previously I had to manually add exceptions for because the Hextech data was so much harder to parse and also frequently omitted important data.
I’d like to finish up data tables for augments and traits and then I’m thinking about adding a “Database” portion of TFT Flow where you can navigate and find information about every champion, item, augment, trait, etc. in the game. It might seem pointless since there are already sites that provide this, but I need to maintain the data for making comps anyway so it would be a one-time job to create a frontend visual display. That might benefit the site long-term with SEO, and I also think it would just generally be cool to have.
The last wishlist item for me would be to support Riot’s localization for their tooltips, but I don’t expect I’ll get to that.
August 16th is the deadline I’m looking at for moving on from technical work to content for Set 18. That gives me 10 days to fully figure out the meta and build all the comps, which is more than enough time. I might push for earlier than that, but the 16th is my absolute “must push” my development environment to production deadline. I will post more updates.
And here’s the next update:
One week since the PBE came out, 3 more to go! I continue to make progress. At this point, I’ve replicated all existing functionality on the website for Set 18 and am moving on to implementing new functionality that is only possible now thanks to Unreal. For example, I am working on trying to make sure that I can programmatically detect mana lock conditions for all champions and therefore be able to automatically detect changes in those conditions or changes in when a champion’s ability scales with attack speed (e.g: Azir earlier in the PBE). I might also work on adding all the tables to tooltips such as Coven loot tables to the trait tooltips (and eventually add a database portion of the website when I have time, although that’s lower priority).
I could work on pushing now to the live site and swap over, but I am one of those types of people where it’s easier for me if I just figure out all the technical stuff now and then can fully switch modes to the content side of Set 18 after I have the technical hurdles out of the way. With the extra weeks, I am going to take advantage of this “crunch” time to make the website as compatible with Unreal Engine as I can, which will not only add new info but also make the transition to Set 19 much easier a few months from now.
I’ll continue to provide updates as I work on getting the website fully transitioned over for Set 18.
Keep it up!!!
That’s awesome, thank you!
Another update:
I have Set 18 functional in my team builder on my local site. But it’s still missing some features I’d like to automate, such as the Kha’Zix class choice, Sprykin BFF selection, and the Riftbeast Alpha Mark selector. The bigger delay, however, is working on creating an entirely independent data pipeline for updating the website. Up until now, I’ve used Community Dragon for all my data needs. They genuinely provide an incredible service and they will continue to support TFT even through the Unreal transition. It will take them some time to add support for Set 18 and while they were working on it, I decided I might as well get all the work done working with the assets so that when they finally can host them, I will have no issues.
However, it struck me that if I am going through the effort to acquire the assets myself and then work with them, why not just go the extra mile and automate it for myself? So that’s what I am doing. There is a lot more complexity involved with that. And I will still want to make sure my data pipeline can work with BOTH CommunityDragon and my own personal approach. The benefit of owning the data pipeline myself is simple: I do not have to rely on anyone else for that data and I can easily solve problems myself when they arise. And by making sure my pipeline can use both Community Dragon and my personal approach, it provides me more redundancy for when issues do happen in either pipeline.
The downside of making my own pipeline is that it takes a bit longer to focus on the content side for Set 18, but with the 4 week PBE cycle I’m not really in a rush. So I’ll continue to post these updates as I make changes. It’s coming along nicely so far!
Thanks to all the effort. Are there any plans in enabling upvote / like buttons for comments? I feel bad just reading all the updates, without supporting it with at least a like ^^
Hi all,
Quick update – It will take a bit of work to get Set 18 on the website. I do have a semi-working version of Set 18 using my existing pipeline, but it is missing a lot of data as I mentioned in my last comment and more importantly might be using some different identifiers for some entities than the new Unreal data. If I go forward with using this “legacy” data version of Set 18, I might end up making Set 18 comps with legacy data and then try to update them with new data. Without knowing how compatible they are, that might break my Team Builder serialization. It would be easier if I could just use the new Set 18 data and allow the Team Builder to use the legacy data for older sets, rather than mixing both into one set and having to deal with unintended behavior.
So what does this mean? In short, it means I want to build the full data pipeline that I need for Unreal before updating the website for Set 18. That’s going to take a bit of time, but thankfully it’s not just me that’s working on it. The community has been hard at work with figuring out the Unreal file structure and how it relates to the old data fields we understand. And truth be told, the new data formats are much better. The old files were like spaghetti code and the new ones are organized incredibly well. So even though I have to build a new pipeline, it’s not really from scratch since I already know what data I want and it’s easy to find AND the community is working together to find it all.
Lots of words to say: Please continue to be patient, thank you 🙂 Besides, PBE is all about having fun anyway so cook away!
Truly the GOAT
Thank you for your continued hard work Blue, we all appreciate it!
Made some updates to the site for the last patch of Set 17. Might be a few more changes in the coming days if some major developments are made in the meta, but for now that’s mostly wraps for Set 17.
On the topic of Set 18: As of right now, it looks like getting the data will be possible using my existing data pipeline which is very good news. The bad news is that there is a lot of data missing that used to be in older sets. Some items that are exclusive to Set 18 such as Emblems do not have any data about their descriptions or the stats they provide. So you’ll probably see some “broken” tooltips when I get Set 18 onto the website. But that’s still much better than I was expecting. Of course, the larger pain point might come when they shift the client itself over to Unreal.
I am working on it every day as usual. I’ll try and post updates here occasionally as I make progress on getting the site updated for Set 18.