How to calculate the combat effectiveness of lol ranking
(2) winning rate plus component
(3) winning field plus component<
points of qualifying: the first 15 games of qualifying were + 40
the next 15
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in addition, if the draw points of the opposite team are higher than those of your team, you will get extra bonus points if you win, and vice versa if you lose!
1. Basic score
for all players participating in qualifying, the game will initialize their qualifying score (also known as rank score) to 1200 by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (two person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) take the highest score of three kinds of qualifying competitions (5v5 single row, 5v5 group row, 3v3 group row) as the rank value; If a player has never played a qualifying game, the average rank score is 1150
(2) basic score = rank weighted average score * 1.2 * (1 + (rank weighted average score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 1.2 * (600 + level * 10)
2. Winning field plus component
the more winning games, the more bonus points
the score of this game will increase steadily, mainly reflecting whether a player is old enough. The upper limit is 3800 points (increased to 3800 points on November 29, 2012)
the formula is: 2 * match winning games ^ 0.9 + 3 * total winning games ^ 0.9 in various qualifying matches of the current season
computer only players' winning games plus composition is winning games * 1.5
3. Winning rate plus composition
winning rate is winning games / total games, which is represented by winratio below
the detailed rules are as follows:
(1) first calculate the win ratio of the match match and all season qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 40, the winning rate plus component is winratioscore * winning field / 40
- further increase winratioscore according to the total number of winning games
(5) on the basis of the fourth step above, calculate the rank addition. Players with more than 1500 rank points have a graal increase in the winning rate (about 1.6 increase to 2500 points)
(6) finally multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(7) players who only play computer games do not calculate the winning rate
the highest score of this item is about 5000 points; If a person's winning rate is less than 35%, he may only get 0 point
combat effectiveness consists of three parts: (1) basic score; (2) winning rate plus component; (3) winning field plus component
in short, if a person wins more games, has a higher winning rate, and has higher points in qualifying, the combat effectiveness will be higher
the most important factor in combat effectiveness is the rank of qualifying. The most variable factor is the winning rate plus component, and the most stable growth factor is the winning field plus component
1. Basic score
all players participating in qualifying will default to 1200 points (also known as rank score), which can be divided into three types: team 3v3, team 5v5 and single 5v5 (2-person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) take the highest score of three kinds of qualifying competitions (5v5 single row, 5v5 group row, 3v3 group row) as the rank value; If a player has never played a qualifying game, the average rank score is 1150
(2) basic score = rank weighted average score * 1.2 * (1 + (rank weighted average score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 1.2 * (600 + level * 10)
2, winning field plus component
the more victorious battles, the more bonus points
the score of this game will increase steadily, mainly reflecting whether a player is old enough. The upper limit is 3800 points (increased to 3800 points on November 29, 2012)
the formula is: 2 * match winning games ^ 0.9 + 3 * total winning games ^ 0.9 in various qualifying matches of the current season
for computer only players, the winning games plus composition is the number of winning games * 1.5
3, winning rate plus composition
winning rate is the winning games / total games, which is expressed by winratio below
the detailed rules are as follows:
(1) first calculate the win ratio of the match match and all season qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 40, the winning rate plus component is winratioscore * winning field / 40
- further increase winratioscore according to the total number of winning games
(5) on the basis of the fourth step above, calculate the rank addition. Players with more than 1500 rank points have a graal increase in the winning rate (about 1.6 increase to 2500 points)
(6) finally multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(7) players who only play computer games do not calculate the winning rate.
1. Basic score
all players participating in qualifying will initialize their qualifying score (also known as rank score or ELO score) to 1200 by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (two person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) one rank average is calculated by weighted average of three kinds of rank; If a player has never played a qualifying game, the average rank score is 1100
(2) basic score = average rank score * 1.2 * (1 + (average rank score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 600 + level * 10
2, winning rate plus component
winning rate is the number of winning games / total games, which is represented by winratio below< The detailed rules are as follows:
(1) because more than 95% of the players often play match games, the winning rate is only the winning rate of match games; If this person doesn't play a match match, the winning rate will be the one in qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 20, the winning rate plus component is winratioscore * winning field / 20
- if the winning field is greater than 50, 100, 150, 300, 500, then multiply winratioscore by 1.1, 1.15, 1.2, 1.25, 1.3
(5) on the basis of the fourth step above, carry out rank condition: multiply by 0.65 * (Rank / 1000) ^ 1.1, if 0.65 * (Rank / 1000) ^ 1.1 & lt; 1, the original score remains unchanged. Finally, multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(6) players who only play computer games do not calculate the winning rate
the highest score of this item is about 3000; If a person's winning rate is less than 35%, he may only get 0 point
theoretically, the score of this part will change greatly, but considering that the official matching system is perfect, it is difficult to win more than 60% after a certain number of matches, and the actual fluctuation of this part is not too big
3. The more winning games, the more points
the score of this game will increase steadily, which mainly reflects whether a player is old enough
calculate the winning field plus components of the following modes, and take the highest one
(1) for the match match, 2 points will be added for each match, up to 3000 points
(2) the formula of rank score is (rank-1000) * 1.5 + total score of qualifying * 3
the total wins of qualifying will also be included in the total wins of last season
the upper limit is 3500 points
(3) for computer only players,
the number of wins is 1.5
for all players participating in qualifying, the game will initialize their qualifying score (also known as rank score) to 1200 by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (2-person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) take the highest score of three kinds of qualifying competitions (5v5 single row, 5v5 group row, 3v3 group row) as the rank value; If a player has never played a qualifying game, the average rank score is 1150
(2) basic score = rank weighted average score * 1.2 * (1 + (rank weighted average score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 1.2 * (600 + level * 10)
2. Winning field plus component
the more winning games, the more bonus points
the score of this game will increase steadily, mainly reflecting whether a player is old enough. The upper limit is 3800 points (increased to 3800 points on November 29, 2012)
the formula is: 2 * match winning games ^ 0.9 + 3 * total winning games ^ 0.9 in various qualifying matches of the current season
computer only players' winning games plus composition is winning games * 1.5
3. Winning rate plus composition
winning rate is winning games / total games, which is represented by winratio below< The detailed rules are as follows:
(1) first calculate the total win ratio of the match match and the current season qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 40, the winning rate plus component is winratioscore * winning field / 40
- further increase winratioscore according to the total number of winning games
(5) on the basis of the fourth step above, calculate the rank addition. Players with more than 1500 rank points have a graal increase in the winning rate (about 1.6 increase to 2500 points)
(6) finally multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(7) players who only play computer games do not calculate the winning rate
the highest score of this item is about 5000 points; If a person's winning rate is less than 35%, he may only get 0 point
theoretically, the score of this part will change greatly, but considering that the official matching system is perfect, it is difficult to win more than 60% after a certain number of matches, and the actual fluctuation of this part is not too big
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combat effectiveness algorithm, which explains the most important qualifying points in detail
first, the composition of combat effectiveness
combat effectiveness is a comprehensive value that integrates all kinds of players' performance, which is a simplified value
combat effectiveness consists of three parts: (1) basic score; (2) winning rate plus component; (3) winning field plus component
in short, if a person wins more games, has a higher winning rate, and has higher points in qualifying, the combat effectiveness will be higher
the algorithm of each part will be discussed in detail
1. Basic score
for all players participating in qualifying, the game will initialize their qualifying score (also known as rank score or ELO score) to 1200 points by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (two person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted on the basis of the official rank score of the game. The detailed rules are as follows:
(1) one rank average is calculated by weighted average of three kinds of rank; If a player has never played a qualifying game, the average rank score is 1100
(2) basic score = average rank score * 1.2 * (1 + (average rank score - 1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing an exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also plays a bonus role in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 600 + level * 10
2, winning rate plus component
winning rate is the number of winning games / total games, which is represented by winratio below
the detailed rules are as follows:
(1) because more than 95% of the players often play match games, the winning rate is only the winning rate of match games; If this person doesn't play a match match, the winning rate will be the one in qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus components is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 20, the winning rate plus component is winratioscore * winning field / 20
- if the winning field is greater than 50, 100, 150, 300, 500, then multiply winratioscor [3] e by 1.1, 1.15, 1.2, 1.25, 1.3
(5) on the basis of the fourth step above, carry out rank condition: multiply by 0.65 * (Rank / 1000) ^ 1.1, if 0.65 * (Rank / 1000) ^ 1.1 & lt; 1, the original score remains unchanged. Finally, multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(6) players who only play computer games do not calculate the winning rate
the highest score of this item is about 3000; If a person's winning rate is less than 35%, he may only get 0 point
theoretically, the score of this part will change greatly, but considering that the official matching system is perfect, it is difficult to win more than 60% after playing more than a certain number of games, and the actual fluctuation of this part is not too big
3. The more winning games, the more points
the score will increase steadily, which mainly reflects whether a player is old enough
calculate the winning field plus components of the following modes, and take the highest one
(1) for the match match, 2 points will be added for each match, with a maximum of 3000 points< (2) the formula of rank net score is (rank-1000) * 1.5 + total score of qualifying * 3
the total wins of qualifying will also be included in the total wins of last season
the upper limit is 3500 points
(3) for computer only players,
the number of wins * 1.5
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polar chaos has nothing to do with combat effectiveness
1、 All players participating in the qualifying competition will be initialized to 1200 points by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5
this score is called rank score (or ELO), and those with score lower than 1200 will not be displayed, so they can be found in the game
The ELO plus component of combat effectiveness is converted on the basis of the official ELO score of the game. The detailed rules are as follows:(1) if a player has never played in any qualifying match, it will be counted as 1100 points
(2) take the highest one from the three rank scores to calculate
(3) ELO additive component = ELO * (1 + (elo-1000) / 2000) ^ 1.4
briefly, if the ELO score is higher, the ELO additive component is also higher, showing an exponential growth. The ELO score of a player with 1300 points is 1580, while that of a player with 2000 points is 3528
Second, the winning rate plus component is the winning field / total times, which is represented by winratio below The detailed rules are as follows:(1) because more than 95% of the players often play match games, the winning rate is only the winning rate of match games; Unless this person doesn't play a match, it's only qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus composition is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) on the basis of the third step above, adjust the winning field:- if the winning field is less than 20, the winning rate plus component is winratioscore * winning field / 20
- if the winning field is greater than 50, 100, 150, 300, 500, then multiply winratioscore by 1.1, 1.15, 1.2, 1.25, 1.3
(5) on the basis of the fourth step above, carry out ELO condition: multiply by 0.65 * (Elo / 1000) ^ 1.1, if 0.65 * (ELO / 1000) ^ 1.1 & lt; 1, the original score remains unchanged
the highest score was about 3000; If a person's winning rate is less than 35%, he may only get 0 point
Third, the more winning games, the more points. The score of this game will increase steadily, mainly reflecting whether a player is old enough
calculate the winning field plus component of the following two models, and take the highest one
(1) match match winning field plus components: each win, plus 2 points, up to 3000 points
(2) the winning field plus component of qualifying: calculate the ELO Net Score (the highest of the three types), with the upper limit of 4000 points
the formula of difference points is (elo-1000) * 1.5 + difference points * 15