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Found 17 results

  1. WoT Numbers just phased into Open Beta for those who's looking for an alternative to WoT Statistics. It has a pretty fresh user interface that you can customize, and also includes a grind progress tracker. The table columns are also customizable to your liking. Not all features are finished, so expect bugs, errors and other magical stuff to occur. Site: http://wotnumbers.com/ Previews under the spoiler; Image 1: Home page, which is fully customizable. Image 2: Tanks page, which allows displaying of the most demanded statistics, also customizable. Image 3: Battles page, which displays the last played battles depending on selected time table, which surprise surprise, is also customizable. NOTE: DO MIND, I'm not the developer, I'm just a beta tester that decided to viral this here. All credits should be directed towards to BadButton and cmdrTrinity from the EU WoT forums, as I don't believe they're registered here.
  2. We've just launched http://warships.today/ in beta. It does tracking of player statistics in a user friendly way and also calculates Warships Today Rating (WTR) - a rating that considers stats such as damage, frags (ship and plane) to determine player performance. The individual player page provides a great overview of how the player is doing in different ships and shows a comparison with server average stats. It currently has all players on EU, NA, RU servers in the database, so the vehicle stats are representative (not skewed towards those that use the site). It would be great to hear what you think and any comments or suggestions.Regards, Nathan
  3. So this is the forum to go when you're tired of WG forums? I'll keep this short in case I'm posting in the wrong place. Maybe I haven't done my research properly, but I somehow failed to find out how to access the battle API of WOT. I've seen there are a lot of stat based metrics for WOT and am disappointed at how much winning games is being neglected. You have probably tried Elo rating before and I wouldn't be astonished if the large teams made it a pain to work with. As I have just implemented Whole History Rating (publication) for my favourite open source game, I thought I might as well see how it does on WOT. It generally converges much faster than Elo and might thus have a chance of coping with WOT's big teams, although I can't make any guarantees. WHR is a bayesian rating system like Elo. It is time dependent, meaning your rating function is optimized for each point in time, not just your most recent or average game. It also adds an uncertainty to each point in time, similarly to Glicko or Trueskill (they only store one data point). The only thing that improves your rating is if you win games, so it's much harder to exploit than ratings like WNR and winrate. I will explain this in more detail later. You can also read this thread if you're interested. If you're wondering who else is using this system, take a look at Go ratings. How does one access the WG API? Are there any battle data sets(containing a list of battles with usernames of each battle and who won) available that I could test this on? Let me know if you need more information.
  4. I stopped playing tournaments when WG nerfed the gold payouts. By March of 2016, WG changed how tournament data was presented and added an API. That broke the data scraping scripts that I had running, and I didn't care to update them. Now a year and a half later, I'm taking down the server that hosted the website. I really liked how people used WoTScout.com links in forums to show their past performance. That was a neat side-effect of what was initially just a way for me to see the WN8 and win rate of upcoming opponents during tournaments. Since that historical data may be of value to someone, I'm publicly sharing a full dump of the PostgreSQL database that backed WoTScout.com. Please feel free to do what you will with it. wotscout.sql.tar.bz2 To make the data more accessible, I'll also publishing the Python/SQLAlchemy models (complete with the hard-coded images that I added to @Mort's and @CarryMode's team pages ages ago). models.py
  5. For all of you math geeks, I just got through statistics and passed the final exam. This particular professor had a lot of "weekly discussion questions" where he would want us to come up with our own problems to demonstrate yadda yadda yadda... To keep my brain interested I pretty much did a 5 year old's version of WIN8 as my common theme using the known variables (at least known to me). The last question of the year I did an addendum to my answer and gave him my source inspiration, a few cut and paste formulas and a page or two (this being one of them) to show just how active math is out there. Regardless, he shot me an email and did about 2 paragraphs talking about how interesting it was etc.. etc... So let me just say this, I have a new found appreciation for those of you who actually enjoy this kind of thing, and are willing to take your personal time to do the real work, the hard work. So keep pounding out the Mode, Mean, Medium, Range, Mid Range, Biviarates, Causations and Probabilities so geeks like me can stare at our pretty colors. SALUTE!
  6. There has been some discussion about the impact of having assault and encounter game modes turned on and whether it is beneficial for players to include or exclude these modes to improve win rates and other statistics. Looking over my Vbaddict statistics as a decidedly average (for my number of games played) player indicates that I do significantly better in assault and encounter modes than I do in standard mode. Here are my results: Game type Battles Win Rate Damage Ratio Standard 6785 53.93% 1.05 Encounter 1261 56.95% 1.24 Assault 481 56.40% 1.32 I do note that I platoon about 1/3 of my games. However my main platoon mates also enable all the battle modes so I don't expect the results to be skewed in any way by the platoon effect. It would be interesting to see if these results are consistent with other players, or if there are significant differences due to player skill. Eventually we could plot a players skill level (measured by WN8) against the win rate or damage ratio performance for each game type to see if there are any trends. If anyone who regularly uploads games to Vbaddict would like to be included in this kind of study just send me your in-game screen name and server information and I will dig the data up. Alternatively, post your own results here as well.
  7. Hey guys, first off: you math contributors are doing a fantastic job here on WotLabs, many thanks for that. Today I want to ask the question if you think it is possible that there are persons / people that are statistical outliers concerning "luck". You know that guy who always comes out throwing a "1" when rolling dice. I am that guy. My colleagues and my family all notice this too and it is a running gag already. They say I should write a book titled "My life on the left corner of the Gauss distribution curve". Funny, isn't it? Of course they are mistaken, because even for me "luck" evens out. I have very very bad luck with all trivial stuff (games etc.) but A LOT of luck concerning the important stuff (job, health, accidents). Anyway, bear with me How does this relate to WoT? Well, it's a game, so I seem to play right on the left edge in WoT also. For instance many of my tank winrates do not correspond at all with the metrics of my gameplay qualitiy. An example is my T-34-3 with 85 battles at the moment: My damage, experience, spotting, WN8 all is very far above average. My winrate is 37%. THIRTYSEVEN. And I have many more tanks like that. Many more. I have 3 Ace Tankers in it (85 battles). The last one for a defeat: http://www.vbaddict.net/battlereport/privatebert-eu-763ad41bee4611a0b887cbd450528e07/ruinberg-china-t-34-3-74830782825358184 A typical evening session looks like this: I am an aggressive player with way above average spotting numbers btw. So no passive damage farming. Of those 18 battles, 12 have been played with Pref MM 8s. The other 6 battles were: 2 battles with Tiger II, both Tier10 battles 1 battle with Panther II, Tier 10 also 1 battle with Fury, Tier 8 2 battles with TigerH, both Tier 8 Else my WN8 would be higher, but you can only do so much damage when you are low tier all the time... I know: confirmation bias, small sample size Yeah, that#s what I thought. So I analyse more and check the metrics of my tanks on vbaddict, especially the average battle tier. And what is the result: ALL my tanks see higher average battletier than the average player. And the unicum player's average battletiers are all lower than that of the average player...examples: T-34-3 Fury Tiger II (730 battles...) These are only examples of my currently played tanks. It is true for all my tanks. The differences are sometimes small, but sometimes significant (as you can see). Can these numbers still be explained? Or am I really living on the left edge? Also: why do unicums generally have so low average battletiers? Any other comments to what I posted? What is going on here?
  8. So because this forum is all about stats, stat whores and stat deniers, I ll ask sth about stats. I want to get better, so I want to track my skills, got vBAddict back up and tried to get it workin. It doesnt. So anyone can mention some alternatives? Or help me out with the vBAddict problem? I d love to see my REAL progress again
  9. This is probably old news for folks that regularly keep track of their stats, but vbAddict and WoTNumbers now keep track of your solopub and platoon statistics and can display them independently if you're interested in seeing your progress. For example, I can look at my overall solopub progress with the "Solo" tab on the vbAddict "Progress" page. will let you go a little further and filter out battles for an individual tank, solopub or platoon, and time period, which gives you a little more granularity in how you're viewing the data. You can also select what data you see in the table of battles so if you're trying to pad treecutter solopub, you're good to go.
  10. I have 517 games as of this posting. I have had XVM since I started this account. All my battles are listed on the 60 day, 30 days etc. My Win rate is 46.62 and my Wn8 is 649. However my 60 day report gives me 47.24 and a Wn8 of 487 30 day report gives me 48.7 and a Wn8 of 488 7 day report gives me 55.56 and a Wn8 of 597 24 hr report gives me 66.67 and a Wn8 of 627 What I don't understand is I have never had a Win rate that low, nor a Win8 that high. Also my average damage has never been that low! I am totally confused!
  11. Hey y'all. I've been doing pretty well on the new light tanks, the lttb, ru251 and t37. My Wn8 for the past 2 days has been hovering in the 1800s. However my overall WN8 score keeps dropping day by day. Is this a temporary thing, due to the new light tanks not being assimilated into the overall WN8 yet? Thanks people, Sneaky Bastard
  12. Just an idea that I got while reading through the recent WN 8 post by Preator77: How about re-labelling the WN brackets from "bad", "average", etc. to percentiles such as "Among the best 25%"? The goal of this change from normative to non-normative labels would be to improve the acceptance of ratings among the general player base and indirectly aiding in improving the overall skill level by lowering resentments towards skill measure per se. I believe that the many players out there who are labelled from orange to yellow reject ratings because they misinterpret them as absolute measurements of their skill, reject normative evaluations of their playing style as indicated by terms such as "bad" or "great" and take the latter as a personal insult. By clearly indicating the relative nature of all these ratings with regard to their interpretation and by avoiding highly normative terms we could raise the acceptance of WN and similar ratings among the overall playerbase. In my eyes every step undertaken to improve the general skill level in WoT is worth the effort. Just imagine the following dialogue versions: (a) "Hey, my colour is red - what does that mean?" - "Bad player" - "Fuck off" (b) "Hey, my colour is red - what does that mean?" - "Among the best 60% of all players" - "Mkay, let me try to reach 50%" TL;DR: Change the labelling of WN brackets to non-normative so that baddies are not immediately put off from dealing with it.
  13. The latest update at WOT Statistics is working correctly now. Just downloaded and verified.
  14. 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...
  15. What is it? WotStatGrabber is a small Python program I've started working on to retrieve player stats from the official API and output them as a CSV file that can be easily opened and worked with in Excel and other programs. I got the idea from Praetor77 mentioning something like this would be useful in the WN8 thread and the current focus is making it useful to assist with WN development (and/or other statistical methods). Right now it's in alpha, it can be run from the command line only and only has basic functionality. Currently you provide it with an input file that contains the names of users you want statistics for, the name of the output file, and optionally the number of top played low tier tanks to use for the low tier battles calculation. At this time only overall stats are supported, 1/30/60 day stats are planned for the future. Source For anyone interested in the source here is the GitHub repository: https://github.com/AltairDusk/WoTStatGrabber/tree/develop Downloads I'm also offering it compiled to an exe for Windows which doesn't require Python to be installed or any knowledge of Python. You just have to unzip the folder somewhere then call WotStatGrabber.exe from the command line. Current Version: 0.2 alpha 1 (updated 9/8/2013) 32 bit: https://www.dropbox.com/s/ihrswgnce0of83m/WotStatGrabber_0.2_alpha1_32bit.zip 64 bit: https://www.dropbox.com/s/9kxhyw8b1a290w7/WotStatGrabber_0.2_alpha1_64bit.zip How to use it WotStatGrabber.exe inputFile outputFile --wn --top_lt1 # --top_lt2 # --server S --tank_list inputFile is the full path to a file containing 1 player name on each line for the players you want to look up outputFile is the full path to the output file which will be created with the retrieved statistics --wn is optional and used to specify WNx development mode. This will output additional stats that are of interest for development of the WNx statistic (currently the top low tier information). --top_lt1 is optional and can be used to override the number of most played low tier tanks included in the first set of low tier battles calculations. If not provided the 3 most played low tier tanks (tiers 1-3) will be used. This flag has no effect if --wn is not provided. --top_lt2 is optional and can be used to override the number of most played low tier tanks included in the second set of low tier battles calculations. If not provided the 5 most played low tier tanks (tiers 1-5) will be used. This flag has no effect if --wn is not provided. --server is optional and can be used to specify what server you wish to retrieve user statistics from. If not provided the NA server will be used. You can specify NA, RU, EU, ASIA, or KR (note: KR is untested but available in the API). All of the names in inputFile will be requested against that server. It is not currently possible to get statistics for players across multiple servers in one request. --tank_list overrides any other flags and will create a csv file where the headers (1st row) are the tank_id and the values (2nd row) are the tank name as reported by the API. From left to right they are sorted by tank_id (the same order tank battles will appear in a normal stats request with the --wn flag enabled). inputFile is not used with this flag but something must be supplied (can't be left blank) or the program will error out (not ideal I know, I'll fix that when I get around to restructuring the code). The --server flag can optionally be specified with --tank_list and the list of tanks will be requested from the API for the appropriate server. I do not believe the tank ids change from server to server but I suspect the localized names will. Examples Basic call (will not output low tier tank information): WotStatGrabber.exe c:\temp\names.txt c:\temp\stats.csv WNx development mode (will output additional information of interest for WNx): WotStatGrabber.exe c:\temp\names.txt c:\temp\stats.txt --wn WNx development mode with statistics for top 2 and top 8 most played low tiers: WotStatGrabber.exe c:\temp\names.txt c:\temp\stats.txt --wn --top_lt1 2 --top_lt2 8 Retrieving the list of tank names from the NA API: WotStatGrabber.exe c:\temp\names.txt --tank_list --server NA Changelog
  16. Let's do an experiment. Let's say you flip a coin with a 50% chance of landing heads. You flip the coin X times. What is the longest streak of continuous heads (or tails) you can possibly hope to achieve? My answer is below: The longest streak of heads (or tails), out of a series of X throws, you can expect is approximately that of log2(X) More on Streaks Here's why. The chance of a streak of N consecutive heads is (0.5)N, this is because the odds of flipping four heads in a row, for example, would be (0.5 x 0.5 x 0.5 x 0.5), or 0.0625. Now look at a streak of N consecutive heads, it is bound to start SOMEWHERE. So, in a series of X flips, we have a certain number of starting points, if there are G starting points for a series, the average number of times a streak of N will occur is therefore G (0.5)N. For example, if there were 100 start points, one would expect about three sequences of length 5 or more, because 100 x 0.03125 is 3.125. Hence, we would expect six streaks of five, three streaks of five heads, and three more of five tails, on average. What if we had a streak of 10 in a row out of 100 starting points (i.e. 110 flips)? The average number of streaks of ten heads in a row out of 100 is that of 100 x (0.5)10, which is about 0.1 (0.977, to be precise), doubling that, the odds of having a streak of ten heads or tails, in a row would be double that, 0.2 Let's see where this gets us. If three players flipped a coin 109 times (109 coins means 100 start points), the odds of at least ONE of them getting ten heads or tails in a row is about 50%. So, how do we find what the longest expected streak is? In general, when X(0.5)N is greater than 1, we can expect at least one streak of the sort to occur, when X(0.5)N is less than 1, we can expect the streak NOT to occur. The point between these two can be approximated to log2X, to give us the longest expected streak. Note that X is the number of STARTING points, not the number of FLIPS. Let's use an example, if I flipped a coin 32 times, I would have 28 possible starting points for a streak of 5, 27 start points for a streak of 6, and 26 for a streak of 7. On average, I can expect 0.42 streaks of 7 to occur, meaning that it is unlikely, but I could expect about 2 streaks of 5 to occur. So what do we have here? Let's assume a player determines his games purely by luck. He plays 1000 games. His longest expected streak would be about 10 games, and he can expect to have about two such streaks. The Best Part: This is if the player has a 50% chance of winning, good players drag their odds of losing streaks down, bad players drag them up For the purposes of this experiment, we shall ignore draws Let's say we have five players playing 1009 games (for 1000 start points), let's calculate the number of times they can expect to have a ten game losing streak (we can calculate the losing streak by NOT doubling the number) A 40%er would expect to have SIX such losing streaks A 45%er would expect to have just 2.5 such losing streaks A 50%er, as said earlier, could expect to have just ONE such streak A 55%er is unlikely to have such a streak, he could expect just 0.34 of a streak, meaning he could expect to have such a streak after about TWO such cycles of 1000 games, and even then, the odds of a streak of 10 losses after that many games would just be seven in ten. A 60%er could expect just 0.1 of such a streak, he would expect to have just a 50% chance of having such a streak after SIX cycles. All this, of course, is theoretical, and doesn't account for factors like playing form, but it's interesting to know. A bad player on bad form could easily be expected to have losing streaks of more than that, and a good player is certainly not exempt from the 60% chance either.
  17. 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
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