Is Paris the new Rabican maneuvering his players like an expert chess player?

That is his kill ratio, not damage.par73 wrote:Hmm, that would leave Crun with a (5.4/2) = 2.7 Damage ratio
Interesting theory.
mad cuz badpunkUser wrote:I should just get rid of kill ratio... so useless.
Meh, I leave it for continued lolz
If there was anything particularly interesting it can be collected or even added pretty easily. But I've taken a good look at other statistics and not many achieve significance. Showing too many stats is not actually a good thing, as then people just cherry pick whatever they want to make their points, play non-optimally and generally misinterpret the numbers. Case in point, KDR... it's simply there because the game shows it, not because it means anything much.par73 wrote:too bad you never included captain statistics or expanded on other possible areas of statistics for display
Sounds like someone is volunteering for thrall brigadeChohan wrote:mad cuz bad
There isn't one stat in regular myth team games that has any true meaning and value when it is just the stat alone, besides Win-Loss. Damage is the same as KDR it's heavily influenced by what unit set you have and who you are playing against. WW2 was the only time where damage-kill ratio's were indicative of the top players.punkUser wrote:If there was anything particularly interesting it can be collected or even added pretty easily. But I've taken a good look at other statistics and not many achieve significance. Showing too many stats is not actually a good thing, as then people just cherry pick whatever they want to make their points, play non-optimally and generally misinterpret the numbers. Case in point, KDR... it's simply there because the game shows it, not because it means anything much.
Agreed. Ratios are pretty thoChohan wrote:There isn't one stat in regular myth team games that has any true meaning and value when it is just the stat alone, besides Win-Loss. Damage is the same as KDR it's heavily influenced by what unit set you have and who you are playing against. WW2 was the only time where damage-kill ratio's were indicative of the top players.
I should think that is obvious to everyone. (Btw it's also the reason why ranking systems should not take into account any result beyond win-loss, but I guarantee someone will start that bitch-fest when the time comes.Chohan wrote: There isn't one stat in regular myth team games that has any true meaning and value when it is just the stat alone, besides Win-Loss. Damage is the same as KDR it's heavily influenced by what unit set you have and who you are playing against.
Disagree, damage ratios mean something now that they are fixed. I'm not saying they are the most important thing, but if you are getting lower than a .8 dmg ratio as a non-capatain throughout a whole match [even playing within the strategy] then the chances are you did not play particularly well.Chohan wrote:There isn't one stat in regular myth team games that has any true meaning and value when it is just the stat alone, besides Win-Loss. Damage is the same as KDR it's heavily influenced by what unit set you have and who you are playing against. WW2 was the only time where damage-kill ratio's were indicative of the top players.punkUser wrote:If there was anything particularly interesting it can be collected or even added pretty easily. But I've taken a good look at other statistics and not many achieve significance. Showing too many stats is not actually a good thing, as then people just cherry pick whatever they want to make their points, play non-optimally and generally misinterpret the numbers. Case in point, KDR... it's simply there because the game shows it, not because it means anything much.
Really? Go look at the mwc finals films or any 2 good tournament teams playing against each other since the new ratios have been put in place. Damage ratios are a very good indication of how well someone played.wwo wrote:It's not so absolute anymore, but using damage ratios as even a hint of an indication of "strong play" is farcical in a 2t discussion. That you came up with some kind of ratio tipping point is insane.
I have a masters in math...par73 wrote:I think if we had a math major playing myth, they would be able to create a wonderful formula that represents true myth skill. however its like rating players in modern sports, there is no measurement with 100% true accuracy.
Sure, but that doesn't make the entire thing useless in the context of a reasonably competitive game. Obviously if two teams aren't a very well-balanced matchup then stats in general are pretty much meaningless. Anyone can hack down retreating forces as well as the next guy. That's incidentally why GKG's 1v1 tournament was split into different "divisions" for the second phase, because those second round of matches were much closer and thus produced better stats.wwo wrote:It's a very frequent occurance in 2t that one team gets its major striking force (power + mobility) wiped early, leaving anywhere upwards of 60% still running around getting mowed down with no recourse. ...
East Wind tmnt wrote:crun ~mid being rushed you say? rgr flanking
I will Asmo, but first let me interrupt you.Asmodian wrote:Really? Go look at the mwc finals films or any 2 good tournament teams playing against each other since the new ratios have been put in place. Damage ratios are a very good indication of how well someone played.wwo wrote:It's not so absolute anymore, but using damage ratios as even a hint of an indication of "strong play" is farcical in a 2t discussion. That you came up with some kind of ratio tipping point is insane.
I already stated that it is not a 100% thing. Perfect example is Zak getting good ratios vs WTC, but making major blunders that lead to his team getting flagged multiple times; but the point still stands, good damage ratios tend to correlate with good play.
Edit: Please do show me an example where a player got a .7 dmg ratio or lower for a whole match and played good. I realize it can happen on a game to game basis, but the chances of someone getting low damage ratios over a 5 game or longer series that played good is very unlikely.
One pus, which froze a bunch of his clumped units.b) Absorbs two of dantski's puss
You just mentioned a lot of captains (Wwo,Gkg and I) who always have low ratios. :Asmodian wrote:
Disagree, damage ratios means something now that they are fixed. I'm not saying they are the most important thing, but if you are getting lower than a .8 dmg ratio as a non-capatain throughout a whole match [even playing within the strategy] then the chances are you did not play particularly well.
So basically dmg ratios aren't the main factor, but they generally do correlate with strong play.
Nah, I looked into it ages ago and it was basically some totally made-up formula with several glaring errors. Good example of what's wrong with people trying to intuit statistics and why that doesn't work thoughpar73 wrote:Maybe PunkUser could implement wightscore on the statistics web page for traditional myth 2 purposes.
Sort of ironic considering the whole point of the baseball scheme was the opposite... i.e. trusting the numbers directly instead of qualitative "feelings" about player value. Which brings us to an interesting question... what if we did a draft based on player stats from some set of previous tournaments? Would be interesting to see how "competitive" such a tournament would be vs. the captain's draftspar73 wrote: Using math at face value is just numbers, you must expand from quantitative, to qualitative methods. This is what I call Money Balling.
I can't believe Asmodian just referenced himself in a quote, then argued with himself. Then again, I probably could.Asmodian wrote:You just mentioned a lot of captains (Wwo,Gkg and I) who always have low ratios. :Asmodian wrote:
Disagree, damage ratios means something now that they are fixed. I'm not saying they are the most important thing, but if you are getting lower than a .8 dmg ratio as a non-capatain throughout a whole match [even playing within the strategy] then the chances are you did not play particularly well.
So basically dmg ratios aren't the main factor, but they generally do correlate with strong play.: for reading comprehension fail.
Really this whole reply is just full of reading comprehension fail. You are basically agreeing with me in most of the post, but do not realize it because you failed to understand what I had previously wrote.
The only valid point you brought up in your reply that had not already been mentioned was Dark vs Light. Also I highly doubt Arsenal played "good" according to those statistics. I will have to look at the films later. You like most of myth tend to hug your teammates nuts regardless of how bad someone may play. I feel like that is one thing that sets GKG apart as a captain. He is willing to criticize people for bad play (even in wins) to help them improve instead of hugging nuts to try and win someone over.
punkuser wrote:Sort of ironic considering the whole point of the baseball scheme was the opposite... i.e. trusting the numbers directly instead of qualitative "feelings" about player value. Which brings us to an interesting question... what if we did a draft based on player stats from some set of previous tournaments? Would be interesting to see how "competitive" such a tournament would be vs. the captain's draftspar73 wrote: Using math at face value is just numbers, you must expand from quantitative, to qualitative methods. This is what I call Money Balling.
damn dantski, to think i thought you were egoless like the rest of the english boys*Dantski wrote:One pus, which froze a bunch of his clumped units.b) Absorbs two of dantski's puss
I guess I had a super series last week too by absorbing all those trow kicks.
lol. Best post of this threadDantski wrote:One pus, which froze a bunch of his clumped units.b) Absorbs two of dantski's puss
I guess I had a super series last week too by absorbing all those trow kicks.
Asmodian wrote:lol. Best post of this threadDantski wrote:One pus, which froze a bunch of his clumped units.b) Absorbs two of dantski's puss
I guess I had a super series last week too by absorbing all those trow kicks.
Asmodian wrote: I already stated that it is not a 100% thing. Perfect example is Zak getting good ratios vs WTC, but making major blunders that lead to his team getting flagged multiple times; but the point still stands, good damage ratios tend to correlate with good play.