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  1. Hey, just want to see if anybody would like to platoon that are playing to win and improve. I didn't care for this game till around 10k battles. So now I'm trying to wash out the crap stats that I have created over the years. Thanks. Also I'm running Conqueror nao and E-75, and WT tier 9 P.S Throw the invites
  2. This just randomly popped into my head just now. It's been mentioned before that you can't have exact 1000 battle stats because of how WG handles it, so why not base recent stats by something like, your last 60 sessions? The only big problem I can think of right now would be people playing a couple battles for every session, so perhaps have a minimum number of battles for the sessions to be over. Like, past 60 sessions + however more needed to go over 500/whatever battles. With this you get stats that don't end up weird for people who don't play much as well as a sort of even playing field. I can't really think of any advantages over the current way, but I just wonder how it could be better. Also I had no idea where to post this, so I put it here.
  3. Has anyone seen the new vBAddict website? Holy shit, in depth and suweeet! Truly "one-stop shopping", much more user friendly and organized. Tank stats Map stats Battle history Replays (click on the replay sidebar and tabapalooza opens up) Heat Maps Leaderboards It's like walking into your favorite bar... its a pay day... it's ladies night... and all the other guys are playing WOT and forgot to show... that kind of awesome.
  4. I posted this on 13th November and thanks to the replies I get then. Have kept an eye our for those of you who offered help, much appreciated. Sorry we actually haven't hooked up yet but the intent of my original post still applies.. would like some good in game coaching.. don't mind hearing the good, bad or the ugly.. been suffering poor stats recently and would really like a sense of achievement to tip the 50% WR... Here is the message i posted earlier so if you are still around to help or new folk who can advise please post reply and I will catch you in-game.. HI from New Zealand too. Hi, I am on the NA server, generally on West but okay to head to the East server from time to time. I am in the Pacifc region time-zone, Auckland New Zealand, looking for top tier and skilled players for coaching. I have 10,000 battles under my belt, a bunch of tier 10 tanks and others, never sold one in fact, but would like some advice about how to improve in-game play. I am teachable. My most recent stats are better than the early days, which has meant a long road to turn the stats corner. I am not looking for a clan at this time until I improve. I generally tank most nights and some times over the weekend. Let me know if you are interested to help. Your stats of course should be better than mine and give straight advice and I can take it... Cheers NAJ
  5. Most of the stats discussions revolve around how to evaluate performance, and are limited by what we can tell or know about players based on the API and other info. Avg XP is thrown out because it is not possible to tell whether it is with or without premium, or a mix from a programming standpoint (including remote observers). However, you personally can track xp and identify when it is increasing or decreasing by also accounting for when you have premium. I realized that theh trigger for my to improve my game was when I thought I had good xp/game (650 or something, back in beta) and realized that my 'peers' had 100+ xp/game more than I did. I would recommend that any player looking to increase their performance should pay more attention to xp/game than other stat measures. That being said, does anyone have thoughts about xp as a performance measure? I haven't really seen any threads constructively taking apart xp calculations - generally just some confusion from players and lots of whining. Are there types of games that are poorly rewarded from an XP standpoint? Possibly it weights kills and damage too heavily compared to spotting, and any assist tank (scouts) will have some trouble, but I haven't really heard complaints about xp in them (gameplay yes, xp no). Also, one of the stats/replays sites should do a mass data analysis to figure out the xp parameters. There should be enough data out there to do it (may violate T&C though).
  6. I gained about 1000 WN8 in my 60D WN8 and 700~ in my overall. I'm curious to see how well it scales with other people,a 400-ish increase seems to be the most common among my peers. So far I have not seen a decrease when comparing WN7 and WN8. Colour Chart : Relevant (?) Picture :
  7. So, I set the goals below just under 2 months ago. I took about a 2 to 3 week break in July, but I've started playing pretty regularly again. In that time, I've only bought 2 new tanks. The PzII G and the T49. Well, 3 tanks. I have an AT2 that was on sale last weekend, but haven't played it or put crew in it yet. Also left my clan. I wasn't getting anything out of it and they weren't getting anything out of me. I'd been thinking about it for a while, so it seemed like the right time. Finally, I've stopped playing arty completely since 8.7. Matches have been 100% solo pubs. 288 battles farther along, how do I feel I'm doing, without looking at stats? Well, I've had some really great games. I've generated more 8 kill games in the last 2 weeks or so than I had in my first 6000 games. I've had fewer (but not zero) derpy games where I did absolutely nothing. I've been very streaky. I had a couple of days of sub 45% win rate and a couple of days where it felt like I was over 60% win rate for the day. The T49 is really a little monster. I would say close to a fifth of my battles have been in it. I have great matches in it but I have had a few derpy ones. My win rate in it is not great, but I think I'm overly agressive in it, trying to carry too hard at times. With the felt sense out of the way, let's look at the numbers. I'll do Goal - (Current) - <Previous> WR: 54% (53.34) <53.15> Survival: 31% (28.5) <28.3> K/D: 1.75 (1.44) <1.4> Avg Dmg: 800 (666) <648> Avg XPG: 650 (511) <504> Wn7: 1450/1800 60D (1247/1671) <1214/1685> Progressing in everything save Win7 60d which has taken a slight dip. Not sure why, but I'm not going to fuss too much about it. Incidentally, my Wn7 on Wotlabs shows higher than my Wn7 on mywotstats by almost 100 points. Some of my Goals may have been overly ambitious. I think I can do win rate but survival and K/D are dicey. If I push up my average tier tanks, I may be able to increase avg damage faster. That T49 is just so much fun though. =) Interestingly, I'm playing without premium for the first time. I'm not really grinding any tanks at this point - I'm grinding crews. While premium would speed the crew grinding, I find that once I've got them working on their first skill I'd rather just take advantage of x3 weekends. So long as I remember to buy sprem shells on sale and keep a bunch on hand, I'm still coming out ahead except in abysmal Tiger II matches. I just cannot figure out that tank for some reason. Anyhow, I'll keep updating this thread every 250 to 300 battles and see where things land. Input is appreciated.
  8. After 22k battles this game still manages to surprise me ... OFC, epic tektik follows which is beyond our understanding... And they did better than expected, not many zeroes Now excuse me,i am in post traumatic stress disorder clinic.
  9. The latest update at WOT Statistics is working correctly now. Just downloaded and verified.
  10. Anyone else experiencing serious issues with the WOT statistics application? How about random crashes with WOT? Even my match count from last night is WAY off...
  11. It's been said by our lord and savior SerB that the T-44-122 will not be available as a regular premium; data mining the icons has only further confirmed this. The icon has a big T plastered on it, which WG likes to use for Beta Test rewards (please remember the RU server gets the M4A2E4 as a normal tank). Now let's take a look at the T-44-122: WG has a number of projects in beta right now or will be in beta soon™. To be specific, WoWP, WoT xbawks, and WoT Blitz(?). However, this could be something that is given as a reward to people in ST. We shall now speculate...
  12. I played 32 games yesterday some on EU1 some on EU 2 won 16 lost 16 all randoms not TC's or Clan Wars. But on the Labs stats it says I played 27 I assume this is to do with switching servers or something the odd thing is my total battles fought 7572 is correct. If this is a known bug then delete this thread but I could not find it.
  13. Background Wargaming has not been as good a compiling statistics for players, this is due to either not wanting to give in to player demands like they have done in the past, not wanting bad (paying) players feel worse, or not wanting statistics to expose their woefully balanced tanks. In the mean time, many players were not satisfied with how their win rate reflected the size of their e-peen, wanting to find a measure of how much more they are contributing in game than mere winrates. Thus came the efficiency rating, and WN# family of statistics, the basic premise is to use the limited amount of data Wargaming provided in order to come up with a rating that can predict "player skill". I however, saw many flaws in these rating systems. And would like to come with some summary statistics for players that are free from biases introduced by tank choice. Since wargaming only provide mostly aggregate statistics, the tank one plays is a key influence on the performance. If only 1 type of tank were available in game for example, it is very easy to compare the aggregate stat of all players directly. I also want to come up with a methodology that is both easy to understand and free from arbitrary parameters. Wargaming API One of the key problem of these formulas is the lack of data provided by wargaming. Even though the in game service record provides many details, the online API does not. Here is a run down of statistics provided: 1. Medals earned. 2. General stats: average xp rating win rate max xp 3. Aggregate stats: total spotted total base reset total xp total battles total damage total cap points total kills total wins battle survived 4. Per tank statistics: Battles Wins (Other stats are inaccurate) 5. Clan information Tank Average So what do I mean by that? For each aggregate stat, it should be possible to find a per tank average value through multivariate linear fitting. For example, if we have thousands of player data, each containing information about how often they drive each tank, and one aggregate stat, we can write the following equation: avg_tank1 * battle_tank1 + avg_tank2 * battle_tank2 + ... + avg_tank# * battle_tank# = total This is a simple linear regression, where the independent variables are the battles in each tank, the dependent variable is one of the aggregate stats listed above. After data fitting, we should be able to find the average value per tank of any of the above aggregate stats. So what can you do with the averages? Percentile means that your score is above the given percent of people. People who have taken standard test like the SAT might be more familiar with it. So how do you calculate a percentile from Tank Averages? Given the average values of each tank, for each player we can predict what their particular total should be given the averages, so for example, it could predict given the tanks you drive, you should have a 45% win rate. Ratio = Actual_stat / Expected_stat If we plotted this ratio for all tankers in the data set, it should be a distribution centered around 1. With "better" tankers having a higher ratio, and "bad" tankers having a lower ratio. With this distribution, we can then calculate the percentile score for a particular player in the many differnt categories. Here are the categories I think are important: Winrate TAP, Damage TAP, Kills TAP Here categories that might be interesting: Spotting TAP, Capping TAP, Cap reset TAP, Survived TAP Here is the category that is hard to interpret: Xp TAP Preliminary conclusions If the data can be successfully fitted, this formulation can give the average winrate, damage, kill, spotting, cap, cap reset, survived, and xp earned for every tank in the game, and every player in the game. This information can be compared to the data from vbaddict and xvm server, keeping in mind the sample set of players from each service is different. Vbaddict provides the most accurate information, but probably has the smallest sample of players, XVM has a larger set, but I don't think their server updates very regularly. TAP in theory can have data on a much larger set of players. Data give player rating in individual categories, without using arbituary weights to combine them. It would also give player an idea of which category they are good at, and which they need to improve. Average value for each tank is also helpful in comparing the relative effectiveness of each. Before, only winrates of each tank is available, now it is possible to compare say the average spotting of all scout tanks. However, keep in mind the data not only depend on the tank, but also the type of player who drive it. So if a tank is popular, it would expect to have lower stats, while an unpopular tank is more likely driven by better players. Players who "seal club", will most likely see a rise in all major TAP categories with the potential exception of Damage TAP. Since damage is one factor that scales highly with tier, a player who plays both high and low tiers will see the higher tier weighed more heavily relative to the game played. The average HP for tier 10 is about 20 times higher than tier 1, which means seal clubbing at tier 1 need many games to equal the damage output of 1 tier 10 game. Also notice that the data set of players used to calculate the average most likely will include a lot of "seal clubbers", but not a lot of "seals", thus the Tank Averaged stats for those tanks should be a lot higher than expected. Players who do a lot of Tank Companies will potentially see a much higher winrate TAP, while a much lower kill TAP, and damage TAP. Platooning should improve TAP in all categories, but I suspect it will improve win rate TAP much more than damage TAP and killTAP. Playing too much OP tanks like the M4 in the time of the HEAT buff will not increase TAP by much, as many other players are playing the same OP tank, so the average stats of the OP tank will be increased to reflect that. Implementation The bulk of the method involve fitting data the size of players in the set, which should be in the thousands if not millions. There are stats programs like R's biglm() that does this efficiently. AFter fitting, the actual/expected ratio for each player's stats are calculated, this ratio can then be sorted to find the percentile cutoffs. It also require a website that has the data to do this, I'm looking at you Neverwish.
  14. Hello fellow tankers, I can't seem to find any thread about this, and I don't even know if this is the right forum. Question: Is there a way to see 60 day wn7 stats ingame with XVM, instead of total career stats? Edit: Hm, sorry I can't seem to delete this post. used google to search it, and found this topic: damn it seems to not be possible. Original post: With players having the first 10K battles "played 4 fun", and then after that 5K battles of 1800+ wn7 score they are still yellow in game, making it hard to make an informed decision in the beginning of the match like "is this person likely to hold that flank or not", and I likewise usually try to prioritize kills, aiming at the better enemy player if possible. In these cases 60d stats would be very useful, or 1000 battles. I can't seem to find any way of doing it via config. I could be interesting to somehow hook wotlabs up with xvm (serverload would go crazy though). i guess it would require some kind of json API from wotlabs, it could be an interesting project if it is even possible to hook xvm to other data. Just thinking aloud here....
  15. I copied and pasted this post from the WoT Forums in the hopes that I could obtain some positive feedback and collaborators from a more scientifically-minded community. 1. Introduction Many WoT players have opinions about the effects of platooning or Tank Companies on personal stats such as Winrate, Survival Rate, Efficiency, WN6 or Performance Rating. I believe most people think that platooning in general will have a positive effect on Winrate and a negative effect on Efficiency (or any other individual performance calculation.) (I just want to clarify here that I have no interest in knowing what your personal opinion is about these effects, so please don’t spam this thread by posting them.) In order to get some real evidence, not based on personal experience or speculation, I designed an experiment which relates Player Skill, Platoon Size, and Communication to Winrate, Survival Rate, and Efficiency. Due to limitations with the maximum size of posts, I'm going to have to break this into parts and I will go on to explain the entire experimental process, although it’s a bit technical at times. If you don’t know anything about experimental design and/or don’t care, I suggest you go right on down to section 7.2 (Preliminary Stat-Padding Optimizer). 2. Objectives 3. Experimental Design 4. Experimental Procedure 5. Results 6. Analysis 7. Conclusions 7.1 Observations 7.2 Preliminary Stat-Padding Optimizer 7.3 Sources of Error 7.4 Future Projects 8. Request from the Community The purpose of posting these results on the WoT forum is to obtain feedback from the more scientifically-minded WoT community, regarding which experiments would give the most useful results and how to design them. I am also looking for players of all skill levels who are interested in participating in further experiments. You can either respond here or PM me. I am open to constructive criticism, inquiries and revealing more details about any part of the process. Having said that, I know this forum is filled with trolls, so if you don’t want me to permanently ignore you, please don’t do any of the following: Tell me your personal opinions on platooning and/or stat-padding, unless you are doing so as a preliminary to suggest an experiment. Criticize the experiment unless you read the whole thing and both understand it and know what you’re talking about. (A hint, if you don’t at least have a university degree in some field related to math, science, or engineering, you probably don’t know what you’re talking about) Make fun of the wording I used. Claim that I said something I didn’t or that I didn’t say something I did. Finally, I’d like to thank everyone who participated in this experiment. Their names will remain anonymous, but they know who they are. -Ravenmaster
  16. Hello Everyone! I am a newcomer to these forums and today I want to ask how can I improve in the game. I currently have a 48.27% winrate with 723 efficency and 453 WN7. I only have 7 tanks in my garage. Here is a link to my stats if anyone needs it: http://wotlabs.net/na/player/Cris738
  17. I thought this thead (http://forum.worldoftanks.com/index.php?/topic/244439-statistical-analysis-of-arty-player-skill/) was a good start to creating a vigirous proof that arty is overpowered for balanced play. I thought the approach interesting but while I recognize it's a good idea, I don't have the stats tools or the knowledge of how to pull masses of player data to make this happen. And I would like to see the corrilation of win rate vs games played--I have heard 2k put up as the end of noobhood, but I would like to see some riggor on that front too. I am quite happy to help and learn (and brush off my stats courses from 10+ years ago)...but stats guys good.
  18. Basically, how much weight do you guys put on each? 60d stats are good because 1) they account for the uneven learning curves and 2) the longer you play, the harder it is to affect your overall stats, regardless of your current performance. Most people have a similar gap between the two, however. On the other hand, padding 60d with OP tanks and platooning is easier. For instance, IIRC NavySnipers was hitting 60%+ WR and unicum WN7 by the time his overall was 51% or so (the stat sig really stood out because of the massive contrast), and judging by his recent M103 challenge, he hasn't just M4derped his way to those numbers. Yet at a glance, I would *seem* to be a better player than him because of higher overall. Of course, a detailed evaluation of a player is more complicated than that, but which one would you trust more... A) on a general level B) under the assumption that the 60d isn't padded?
  19. OK - First attempt to ask a "meaningful" question! I generally hand out the advice to go back to the lower tiers to "learn" the basics, re-learn how to read the ebb and flow of the game. Having done that I've noticed that my stats have been affected as my average tier is now lower over 60 days But I've noticed that my game play is improving in general. So the big question is - do I ignore my stats for a while longer and continue to work on those areas that need work at level that is more "forgiving" or do I move back up to the higher tiers to save my stats? I'm working on things like my angling, taking that fraction longer to make sure I do damage rather than just hitting etc. By using the lower tiers (where it is more forgiving & cheaper!) I'm surviving longer and being able to improve those aspects, as I've noticed the difference when I do credit runs in my T34 (and yes I know my stats suck in that tank ).
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