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General Anything that DOESNT fit in one of the other forums.... this is basically your off-topic section.. |
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Stats
Any chance someone could explain the stat system to me, I must be missing something. I've got a very good K ratio, a fairly good K:M ratio, good accuracy, and I cap a lot of flags.
I seem to have a better pretty much everything than people with my online time, but I have never actually been ranked #1. I noticed my award bonus isn't even note worthy compared to people with 500+ hours logged, is that the only thing keeping me back? |
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tbh i dont remember exactly how the stats figure it all out, even tho ppl have asked me quite a bit..
it depends on the weapons you use slightly, i dont know how much tho.. i know that certain weapons have lower impact.. and i believe it also goes by who you kill, idk maybe not lol.. sorta like if you mostly kill ppl with a lower rank you get less 'points' then you do for killing ppl with a better rank (can make it hard when your in the top few ranks, sometimes i get a good ratio but my skill level goes down anyway..) but the stats are odd anyway.. not to long ago i got a new version of the stats up, uses a slightly different ranking system, i just never got around to really finishing the 'theme' for them yet lol.. your ranked 3rd on those ones lol.. anyway maybe ill try to work on them a bit | AvaMods | dodplugins | amxx plugins | Quote: Originally Posted by ThePowerCosmic in regards to AvaMods
They are the type of people that are absolutely destroying the fabric of america and everything that goodness stands for.
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caps are actually not that important...at least not for me...i've gotten number 1 many times with low caps...weapon choice does have a greater impact but i dunno which makes it go higher...i believe if you get awards that also helps (not sure though)...and depending on who you kill their skill level and vice versa...most of the time the amount of kills during the play will increase your rank a lot, but once you stop playing for maybe a few days that will drop greatly as well
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"PsychoStats version 3+ continues to use the ELO formula to calculate skill values for players. In a nutshell, ELO tries to base how many points you gain or receive for kills and deaths based on your skill compared to your victim or killer. It calculates a probability of chance when someone kills another player.
Also, PS3 is currently experimenting with the ELO formula and has tweaked it a little to allow for total online time of a player to have an affect of how much the probability changes on each kill. The more online time you have the less your skill will go up/down. " *Base on the same type of formula below...* "Performance can't be measured absolutely; it can only be inferred from wins and losses. Ratings therefore have meaning only relative to other ratings. Therefore, both the average and the spread of ratings can be arbitrarily chosen. Elo suggested scaling ratings so that a difference of 200 rating points in chess would mean that the stronger player has an expected score of approximately 0.75, and the USCF initially aimed for an average club player to have a rating of 1500. A player's expected score is his probability of winning plus half his probability of drawing. Thus an expected score of 0.75 could represent a 75% chance of winning, 25% chance of losing, and 0% chance of drawing. On the other extreme it could represent a 50% chance of winning, 0% chance of losing, and 50% chance of drawing. The probability of drawing, as opposed to having a decisive result, is not specified in the Elo system. Instead a draw is considered half a win and half a loss. If Player A has true strength RA and Player B has true strength RB, the exact formula (using the logistic curve) for the expected score of Player A is E_A = \frac 1 {1 + 10^{(R_B - R_A)/400}}. Similarly the expected score for Player B is E_B = \frac 1 {1 + 10^{(R_A - R_B)/400}}. Note that EA + EB = 1. In practice, since the true strength of each player is unknown, the expected scores are calculated using the player's current ratings. When a player's actual tournament scores exceed his expected scores, the Elo system takes this as evidence that player's rating is too low, and needs to be adjusted upward. Similarly when a player's actual tournament scores fall short of his expected scores, that player's rating is adjusted downward. Elo's original suggestion, which is still widely used, was a simple linear adjustment proportional to the amount by which a player overperformed or underperformed his expected score. The maximum possible adjustment per game (sometimes called the K-value) was set at K = 16 for masters and K = 32 for weaker players. Supposing Player A was expected to score EA points but actually scored SA points. The formula for updating his rating is R_A^\prime = R_A + K(S_A - E_A). This update can be performed after each game or each tournament, or after any suitable rating period. An example may help clarify. Suppose Player A has a rating of 1613, and plays in a five-round tournament. He loses to a player rated 1609, draws with a player rated 1477, defeats a player rated 1388, defeats a player rated 1586, and loses to a player rated 1720. His actual score is (0 + 0.5 + 1 + 1 + 0) = 2.5. His expected score, calculated according the formula above, was (0.506 + 0.686 + 0.785 + 0.539 + 0.351) = 2.867. Therefore his new rating is (1613 + 32· (2.5 − 2.867)) = 1601. Note that while two wins, two losses, and one draw may seem like a par score, it is worse than expected for Player A because his opponents were lower rated on average. Therefore he is slightly penalized. If he had scored two wins, one loss, and two draws, for a total score of three points, that would have been slightly better than expected, and his new rating would have been (1613 + 32· (3 − 2.867)) = 1617." *use the internet* |
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