Hi! So I've finished aggregating all the TWLD games between the best teams each season. I set the confidence to 30GP, and I also added a new stat I invented called Ceiling, which counts rounds you've gotten 10+ kills, and gives you bonus rating based on how many kills you got in that particular round. There were 1806 games played by all the players listed, so I could actually calculate how rare a score is:
In any given match between two top TWLD squads, the odds of getting 10 or more kills is 38%. The odds of getting 15+ kills is 5%. The odds of getting 19+ kills are 1 in 200. Only 8 players in the past 10 seasons have managed the feat. Adding this new feature to my overall Rating means that even if you've had a few mediocre or poor seasons, it is better factoring in acute greatness and a player's ability to carry games, boosting those players higher than they would ordinarily be.
If watching Welt go 7-3 every game and accumulating a nice plus-minus and great stats annoys you, Ceiling is the stat for you, and penalizes non-carry players accordingly. Lasenza went from 3rd overall to 11th after I implemented this statistic, and you can see the full table of each warbird's 10 to 20 kill games further down in this post.
Without further ado, the compiled list, which tracks the stats of every game played in TWLD between the top teams each season:
And here is the new Ceiling statistic, with cumulative Rating, as well as Per Game Rating, both at the end:
Previously stated in earlier posts:
Only games between these squadrons were calculated:
S12: Thunder, Quake, Heavy, Pirates, Sweet, Dynasty
S13: Thunder, Quicksand, Mad, Epidemic, Fatal
S14: Fierce, Sk8, Pandora, Sweet, Savanger
S15: Fierce, Thunder, Dice, Sweet
S16: Fierce, Thunder, Real, Penetrate
S17: Fierce, Pandora, Cobra, Sweet, Raid
S18: Fierce, Pandora, Value, Wolf
S19: Fierce, Thunder, Cobra, Sweet
S20: Fierce, Burn, Cobra, Potenza
S21: Dice, Thunder, Cobra, Force
The goal of these stats is to exclude stat-padding against lower-tier squads, and see how well players perform against the best squads with good teammates around them.
Stats never tell the whole story, and there are certain intangibles like saving a low energy teammate from a rush or luring that cannot be accounted for, but I think these are a better look at the stats than simply using the raw stats from all games.
Legend:
GP -- Games Played
Conf. -- Confidence in your stats. I set this at 12 GP, as this was the cumulative average. If you've played 7 games, your rating is multiplied by 50%, reducing your score. Anything above 10 games played and you get your full rating.
KPG -- Kills Per Game. These should be pretty accurate as I manually removed most late-game sub-ins.
DPG -- Deaths Per Game
Win % -- Percentage of games won
Alive % -- Percentage of the time the player stayed alive when his team won. This stat is relevant and factored into the rating.
Plus-Minus -- Kills minus Deaths
Ceiling -- Accumulated bonus points from 10 to 20 kill games to properly identify and reward players who carry games and showed acute greatness
Note: Bold denotes active players
In any given match between two top TWLD squads, the odds of getting 10 or more kills is 38%. The odds of getting 15+ kills is 5%. The odds of getting 19+ kills are 1 in 200. Only 8 players in the past 10 seasons have managed the feat. Adding this new feature to my overall Rating means that even if you've had a few mediocre or poor seasons, it is better factoring in acute greatness and a player's ability to carry games, boosting those players higher than they would ordinarily be.
If watching Welt go 7-3 every game and accumulating a nice plus-minus and great stats annoys you, Ceiling is the stat for you, and penalizes non-carry players accordingly. Lasenza went from 3rd overall to 11th after I implemented this statistic, and you can see the full table of each warbird's 10 to 20 kill games further down in this post.
Without further ado, the compiled list, which tracks the stats of every game played in TWLD between the top teams each season:
And here is the new Ceiling statistic, with cumulative Rating, as well as Per Game Rating, both at the end:
Previously stated in earlier posts:
Only games between these squadrons were calculated:
S12: Thunder, Quake, Heavy, Pirates, Sweet, Dynasty
S13: Thunder, Quicksand, Mad, Epidemic, Fatal
S14: Fierce, Sk8, Pandora, Sweet, Savanger
S15: Fierce, Thunder, Dice, Sweet
S16: Fierce, Thunder, Real, Penetrate
S17: Fierce, Pandora, Cobra, Sweet, Raid
S18: Fierce, Pandora, Value, Wolf
S19: Fierce, Thunder, Cobra, Sweet
S20: Fierce, Burn, Cobra, Potenza
S21: Dice, Thunder, Cobra, Force
The goal of these stats is to exclude stat-padding against lower-tier squads, and see how well players perform against the best squads with good teammates around them.
Stats never tell the whole story, and there are certain intangibles like saving a low energy teammate from a rush or luring that cannot be accounted for, but I think these are a better look at the stats than simply using the raw stats from all games.
Legend:
GP -- Games Played
Conf. -- Confidence in your stats. I set this at 12 GP, as this was the cumulative average. If you've played 7 games, your rating is multiplied by 50%, reducing your score. Anything above 10 games played and you get your full rating.
KPG -- Kills Per Game. These should be pretty accurate as I manually removed most late-game sub-ins.
DPG -- Deaths Per Game
Win % -- Percentage of games won
Alive % -- Percentage of the time the player stayed alive when his team won. This stat is relevant and factored into the rating.
Plus-Minus -- Kills minus Deaths
Ceiling -- Accumulated bonus points from 10 to 20 kill games to properly identify and reward players who carry games and showed acute greatness
Note: Bold denotes active players
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