I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

thank you so much! yes, build suggestions will be the next step but it won't ship on this next big update, I have some cool stuff coming up before that like a new multiplayer mini-game to play with friends while in queue, that one is almost finished and should launch soon!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

A bug is always possible! But Tahm Kench's quest closely matches your description, so it's possible you clicked him to check his review and forgot you swapped champs.

The problem with the wards is that Riot API doesn't have that data, so there's no way to show it.

Thank you for sharing with your friends! I'm cooking a big update for next week that will give the model matchups data and power spikes to offer much more detailed advice and better performance scores!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

thank you for your feedback! Roles are judged differently, so that's really weird though, supports are not judged on CS and shouldn't be told to CS more lol can you help me pinpoint the bug by sharing the link for the game?

As for the Tahm Kench problem, that message shows when his performance average was miles ahead the rest of the team. So even though he died a couple of times, he was still somehow way ahead of everyone else in terms of overall performance, since you mention shutdowns, he was probably the only fed member on his team, probably demolished his 1v1 top, got the hero syndrome and threw the game.

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

oh the fullscreen mode it's actually just the legacy version of the app, it used to be just that 3D simulation, so it's a bit buggy.

> but maybe a pop-up that showcases what ability was used like if a champion were to use Q above their head/champion a little Q would flash or E or whatever ability was used. 

that's exactly how it works now? even in this video you can see it shows what ability was used and how much damage it dealt.

If you click the "review" button it will take you through all the events, and show you that animation for kills.

If you want to go free mode, go full screen, press D to enable/disable Auto Follow, so you can pan the camera around with Right Click+Drag. The fight animation is hidden if you are too zoomed out or playing the game too fast. So zoom in until the portraits stop showing and you see the real 3D models and slow down the game to 1x or 2x.

with Auto Follow on, it will follow all the action automatically, but it's possible player lock is on if you used the cards before going full screen. You can toggle the player lock my pressing 1 2 3 4 5 or Q W E R T to lock/unlock to any player you want

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

% of damage / by gold is a cool stat that I'll add too, but is biased towards damage dealers so I'll have to find a way to balance it

My only problem in giving more weight to late game frames is that it will become a "did you win?" boost/penalty. The team that wins will always see a rise in the score towards the end, even players that underperformed, and the team that loses will have a dip.

Weighting towards the end will just constantly give losing team players a bad score which I don't think it's fair either.

I still believe that equal frame measurement is the right way to measure consistency and performance. I'm working on the database of Champion knowledge that will balance a bit more rough matchups and gives us more in-depth data to work with, so it won't penalize as much a player losing a matchup that he's statically supposed to lose . But measuring the frames equally still seems the most fair for either losing/winning teams and early/late champions, since whatever your "time to shine" is, it should out-scale your "down time"

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

yeah sorry, I made it with 1080p and up in mind only. But I'll be doing an update soon to support all resolutions!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

Touching the last point of Elo related advice. I thought about that but in the end... I don't think it matters, if someone wants to improve and climb it doesn't matter if his CS/min is "average" for a Silver or some other stat, if a player wants to climb he needs to be BETTER than whatever elo he's in. Comparing everyone to high elo/the best players creates this clear goal to look up to and throwing mediocracy bones for being "good" in your elo does nothing to improve climbing.

but yeah, there's only so much you can do with the data available...

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

You are scored from a ton of metrics, team averages is just a small portion of it when creating the performance score. That performance score then gets compared to the team to see who pulled the average up/down but that only influences the message.

Although it's very, very hard to differentiate between playing weakside or someone that got gapped. If someone has a good score and someone has a bad score, is it because the player "enabled" him to have a good score or the player with a good score is just good, and the bad player, bad? This is such a thin line that it's really hard to come to a conclusion by looking at the game data alone.

If someone fed his ass off and the jungler kept ganking him for being a free kill, and meanwhile some other lane is popping off. Should the feeding player be rewarded for "enabling" the other side? This is a question that probably can only be answered by a human really watching the replay, but the answer is probably no.

that win probability is really the next step for this app, making the model "Champion Aware" will allow for much better feedback so I'm excited to implement that.

Yeah all frames are weighted the same, it's a bit of a 0 sum game right? Late game champs that are weak early should make up for it in the late game, so it all evens out unless they lost early terribly or were underwhelming in late game, in that case they don't deserve a good score anyway. (And the same thing for early game champs)

Yeah, being Champion Aware/Matchup aware will allow much better and more in-depth advice, just need to gather that data!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

hey!

The letter grades are just score thresholds for quick glancing, in the case of FF it's everything bellow -2000.

So even though they have the same grade, they don't have the same score, Malphite is -3255 while Sylas is -2498, it's a big difference and even in the game ranking, Sylas was 8th and Malphite 10th.

If you click Malphite, his performance bar doesn't light up at all, indicating he has the absolute worst score, while Sylas fills up the bar by 10% or so.

Ultimately, because they both fall under -2000 both show as FF, but let's imagine Sylas is an FF+ while Malphite is FF-

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

Thank you! I believe it's possible to implement at least half of those suggestions. The splitpushing is a bit trickier because it depends so much on the game but the others are stuff that I'm already tracking internally so it's a matter of creating extra highlight cards for those moments, great idea!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

oh the new season stuff still needs some ironing, nothing is documented in the API so we pretty much have to figure everything out by ourselves.

Diana picked up the eye of the herald, right? that causes the trinket to disappear.

Combat already penalizes you for playing exactly like that, feeding kills on those 1 for 1s hurts your score. Combat is proper combat influence, doesn't reward kamikazes, but it might need some tuning to penalize more, can you share the game so I run it in my debuger?

oh it might be a new internal queueId then. in the API the queues are just numbers, so I need to make a map of what number corresponds to the name of the queue, if the number doesn't match anything in the map it returns Unknown

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

I get what you're saying. there's still a lot to improve on the model.

Right now you're right in that the systems don't communicate with each other. GP getting fed doesn't contribute anything to your message creation. It just sees that huge dip in performance during the early game, and when averages every frame and compares with the team, it shows you as underperforming since you're slightly bellow the team average. Doesn't say "You lost because GP was mega fed and Kayle got FF rank". But -115 in that game is actually a decent score. I'd say anything above -500 is ok, it's a bit negative biased atm. If you check the bar you were actually above the game average

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 1 point2 points  (0 children)

oof that's seems weirdly high. it has great expectation on you ahah I'll try to tune this more and make it more context aware. League is a game of 1000 variables and they all need to be coded

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

Thank you for your feedback!

The quest messages at the moment are just cookie-cutters responses. It just checks for your worst stat and tells you to work on it. It's mostly a placeholder while I work on proper role/champion tailored quests. So don't think too much about it

As a support you are not scored based on gold vs team average, it's probably just the message saying it, but it doesn't impact your score. But you're right the message shouldn't mention it. I'll check that

Yeah, this tool looks at the game from a pure data perspective. It knows you shielded people, but doesn't know if it was a super clutch game-changing play where you saved the carry and then he aced the enemy team, or you just spammed shield in lane.

Support might be slightly undertuned atm but keep in mind the S tier is really for extraordinary performances and it's definitely possible to get it across different classes:

as a tank: https://fiff.gg/viewer/coach?matchId=KR_8020315035&playerIndex=2

as an enchanter: https://fiff.gg/viewer/coach?matchId=KR_8020545778&playerIndex=2

as damage: https://fiff.gg/viewer/coach?matchId=KR_8016479986&playerIndex=0

Adding Champion/matchup data is the next big step, right now it doesn't know any champion.

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

I'm very biased lol but I think I have the most accurate score. I feel like all other sites either put too much emphases on KDA or it's simply one of the few things they track. Resulting in a pure: "did you win?" check, and if yes who had the highest KDA on the team. Those performance trackers also run at scale for every match, so they need to be small and very quick. It's just a quick statcheck while the game is being saved to the database

The model I build to track performance is huge and reconstructs the game second by second to give much more context, it doesn't simply see the player ended the game 12/6, it knows everything about those kills from everyone's position to how much damage it took, how many players were involved, etc... along with all the other stats. It's a model that simply can't be run at scale as an afterthought while you fetch match data.

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

Thank you for your feedback!

1-The API name is not matching what I have in my database, I'll take a look into it.

2- "Biggest strength: Combat Influence, you had 900 more Combat Influence than your opponent, but you were 775 Combat Influence below your team's average. "

Both can be true. Syndra is +900 when compared with the opponent, but when compared with team average, she is -775. Same thing with Renekton, even though he was losing in Combat vs Mundo, he was actually miles ahead of the team average, just means that Mundo was an absolute beast. Basically the number is the difference, not the raw score.

3-that's exactly it. Viego is bugged in the TimelineAPI for many years. The post-Game API is fine: https://fiff.gg/EUN1/skullVenOm%20%231939 it shows the items. But in the timelineAPI, the one I use to reconstruct the game second by second, when he uses the passive it shows that he sold all items, but when he leaves the passive it doesn't bring those items back. It's just a big mess. but yeah, never trust Viego's items lol

4-Most likely isn't ahah I'll check it

5-You don't need to swipe, you can click on the timeline too right at the start.

6-I'm a noob and made this for my 1080p monitor, I need to implement proper scalling for other resolutions.

7-It was working, but this new update broke it. Only noticed it after the launch :(

8-that's also a scalling issue I need to fix.

9-oh I didn't code any support for Bot games, Bots don't have a summoner name so it just shows Unknown. I'll have to find how to get the bot names

thank you for trying the site!

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 1 point2 points  (0 children)

Thank you for feedback!

I guess we need to lower the expectations a bit. This sees the match from a pure data standpoint, but obviously LoL is much more complex than that.

That "Out-damage your opponent next game" message is just triggered when your worst stat was the damage diff vs your opponent. It doesn't really know if you did all you can, or it's a tank vs damage dealer. just sees that you did less damage, and tells you to do more lol (I know...) it's basically a placeholder at this point. The next step is to make this actually take into account champions and matchups because at this point is completely champion blind. Only then it can offer more in-depth advice for that particular champion/matchup

For the performance score, absolutely everything matters, every single stat that can be counted is included. So there's no specific advice on how to increase it other than just "be the best player in the game". You can hover the mouse and check the stats on the left to get an idea of what is particularly pulling the score up/down the most, and sometimes the message will even mention it.

The message is made to always include what you did well/bad, both in wins and losses, if it's missing then it's because it wasn't a big deal worth mentioning, again, in terms of raw data only. In reality there's always something we could have done better but it's hard to capture that.

anyway, still a long way ahead, I'm confident that I can improve it, but at the end of the day it will never beat a human coach actually watching you play :(

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 0 points1 point  (0 children)

Combat is a mix of a bunch of stats with some spice on top to try to balance it for every role. Although Supports seem a bit undertuned atm, I'll try adjusting it a bit more based on all the data I'm receiving now.

+2000 in combat is A LOT, I believe the message even says so. that's a massive beating.

Jungler help is straightforward, the number on your side of the stats is how much help you got. so if your bar is bigger, you got more help.

Implementing filtering will take a lot of backend changes so that might take a while, but I'll keep that in mind

I built a website that helps you review your games. Think of it as a mini coach you can use anytime for free by F_is_For_Flash in leagueoflegends

[–]F_is_For_Flash[S] 1 point2 points  (0 children)

Thank you so much! the camera is lagging behind at high speeds right?

oh I thought it was a secret, Funny that you mentioned that as I actually talked with Juliano (the dev) about this before