show_data){ ?>

Stats

Victory rate

win_lose[0] + $page->win_lose[1]; // Fix divisions by 0 (dont use in total count): if ($total == 0){ $total ++; } ?>
Victories: win_lose[0]?> (win_lose[0] * 100) / $total, 2, ".", ",")?>%)
Defeats: win_lose[1]?> (win_lose[1] * 100) / $total, 2, ".", ",")?>%)
Total: win_lose[0] + $page->win_lose[1])?>

Drop rate

drop_type["rune"]; $rucr = $page->drop_type["rune_craft"]; $item = $page->drop_type["item"]; $sedu = $page->drop_type["sd"]; $shap = $page->drop_type["shapeshifting"]; $unit = $page->drop_type["unit"]; $total = $rune + $rucr + $item + $sedu + $shap + $unit; // Fix divisions by 0: if ($total == 0){ $total ++; } ?>
Rune: (%)
Rune craft item: (%)
Item: (%)
Secret Dungeon: (%)
Transmog Stone: (%)
Unit: (%)

Rune drops by slot

drop_rune_slot); // Fix divisions by 0: if ($total == 0){ $total ++; } for ($i = 1; $i <= 6; $i ++){ $val = $page->drop_rune_slot[strval($i)] ?>
Slot : (%)

Rune drops by stars

drop_rune_stars); // Fix divisions by 0: if ($total == 0){ $total ++; } for ($i = 6; $i >= 1; $i --){ $val = $page->drop_rune_stars[strval($i)] ?>
(%)

Rune drops by quality

drop_rune_quality); // Fix divisions by 0: if ($total == 0){ $total ++; } ?>
Legend: drop_rune_quality[QUALITY_ID::LEGEND]?> (drop_rune_quality[QUALITY_ID::LEGEND] * 100) / $total, 2, ".", ",")?>%)
Hero: drop_rune_quality[QUALITY_ID::HERO]?> (drop_rune_quality[QUALITY_ID::HERO] * 100) / $total, 2, ".", ",")?>%)
Rare: drop_rune_quality[QUALITY_ID::RARE]?> (drop_rune_quality[QUALITY_ID::RARE] * 100) / $total, 2, ".", ",")?>%)
Magic: drop_rune_quality[QUALITY_ID::MAGIC]?> (drop_rune_quality[QUALITY_ID::MAGIC] * 100) / $total, 2, ".", ",")?>%)
Normal: drop_rune_quality[QUALITY_ID::NORMAL]?> (drop_rune_quality[QUALITY_ID::NORMAL] * 100) / $total, 2, ".", ",")?>%)