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Mmr calculation
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Player ratings serve as an indicator and do not represent a very accurate strength of a player.
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Our Mmr system is not a "grind" system. The rating represents the current skill of a player independent of the number of total games. After like ~100 games the rating should be reliable.
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Player ratings can change drastically if another player uploads all of their replays. This player rating will be adjusted, as well as all ratings of players with/against this player.
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Your apps local Mmr is most likely different from the websites Mmr, which includes all replays in the calculation.
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If you lose against a very strong team, you lose very few rating points, but if you win, you gain a lot. Because of this, there's no reason to leave a lobby, and shuffling players could backfire. "You never lose. You either win or you learn."
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**Leavers (a player who leaves the game without pressing the Victory/Defeat button) receive a penalty in their rating.
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Players who do not upload a lost replay, but that replay is uploaded by one or more other players in the game will receive a penalty in their rating.
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In any case, don't feel pressured while using the app. If you are too afraid of losing rating points, you should create a second account and always play on the account with the lowest rating (switch to the other once you beat the rating).
Currently four different rating types are calculated. If the games contain leavers, they will be given special treatment
- Playercount 6 (3v3)
- Game modes Commanders and CommandersHeroic
- Not TE map
- Playercount 6 (3v3)
- Game mode Standard
- Not TE map
- Playercount 6 (3v3)
- Game modes Commanders TE map
- Playercount 6 (3v3)
- Game mode Standard TE map
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The backbone of the MMR-system is a very popular formula called "ELO". It compares 2 teams strength and based on that your mmr-change is calulated.
- win vs worse enemies = small MMR gain
- win vs better enemies = big MMR gain
- loss vs worse enemies = big MMR loss
- loss vs better enemies = small MMR loss
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Consistency:
- Every player gets a value from 0 to 1. (start at 0)
- The Consistency in-directly influences how much a player's rating changes:
- big Consistency = small MMR change
- small Consistency = big MMR change
- The Consistency increases and decreases after each game accordingly:
- if the match result equals the expectation of who will win = increase
- if the match result doesn't equal the expectation of who will win = decrease
- It is meant to smooth the rating and decrease big jumps for unexpected wins or losses.
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Confidence:
- Every player gets a value from 0 to 1. (start at 0)
- The Confidence directly influences how much a player's rating changes:
- big Confidence = small MMR change
- small Confidence = big MMR change
- The Confidence increases and decreases after each game accordingly:
- if the difference of the expected Result and the actual Result (1=win, 0=loss) is bigger than the current Confidence = increase
- if the difference of the expected Result and the actual Result (1=win, 0=loss) is smaller than the current Confidence = decrease