Prototype reveal and the way forward
Mar 24, 2023Now that statcheck.lol is out in the wild, I thought it would be worthwhile to record my progress and plans for the site as I go, so welcome to my dev blog.
Thank you
First off, huge thanks to the community of r/SummonerSchool who were some of the first people to lay eyes on my little passion project. I couldn’t be happier with the warm reception and valuable feedback. Your support and suggestions have given me the motivation to keep grinding on statcheck, and I’m excited to share my progress with you going forward.
Since that first post on Reddit one month ago, I’ve made some key updates:
- Improved item organization. Items are now grouped by tier, with boots, legendaries, and mythics at the top for easy access.
-
Security and stability enhancements. Mad props to the guy sending
GET requests with champion name
bigfart123
for helping me spot a few vulnerabilities on Day 1. - Refactored how I handle champions and items for easier continued development and maintenance.
So what's next?
Right now, stats are accurate for all builds using straightforward
champions (ignoring runes), but you won't get accurate stats for
champions who have unique interactions, like Veigar’s stacks or
Mordekaiser’s magic pen. Originally I had planned to focus on these
special cases in order to achieve 100% accurate stat calculations for
all champions. Statcheck.lol is a build calculator, after all, and
what good is a calculator that thinks
10 + 10 + veigar stacks = 20
?
I should note, the calculator is pretty good with 4 though.
Anyway, some of you rightly lamented that stats alone aren’t all that useful. As an ADC main, I suppose I hadn’t considered the limited utility of raw stats for ability-focused champions. It’s very difficult for mages or bruisers to make good decisions about tradeoffs if the effect on ability damage output is invisible.
In contrast, my smol Jinx-addled brain is just thinking "more Attack Speed = wins." I love you, Runaan's Hurricane.
So sounds like adding abilities should be next, right? Well, here’s the problem. Or to be precise, the three problems:
- Runes aren’t done yet, which can have a large effect on stats, ability damage, and DPS, so even with ability calculations, you still wouldn’t get a full picture.
- It’s going to take some pretty significant UI changes.
- I would essentially be adding a known-broken feature, since abilities really need to be hand-coded for each champion.
Soooo...
Runes > Abilities > Champions.
I think that's the right order. Here's why:
- Adding runes first will be a quick W that positively impacts all champions the moment it's finished.
- Then I'll focus on adjusting the UI to accommodate abilities.
- Following that, I'll work through each champion one by one to hand-tune their unique stat interactions and ability damage calcs.
So there’s the updated roadmap. Again, thanks so much for the support. Stay tuned for more updates, and happy building!
All part of the plan I just made up!
- wryguy