Final Season II Stats
 

Overall Stats

Overall Leaders

Map Summary

HPB Overall Stats

HPB High Scores

LPB Overall Stats

LPB High Scores


 


NOTE: not all matches are included because not all demos were available as of 1/26/99


1st Season Stats as of 10/10/98
 

Overall Player Stats

Highscores
 

Stats are generated from the demos in the BCTF demo library on this page. If you didnt upload demos then your stats will not be here. If all you have is a player demo and not chasecam demo's send them to Sh4n3 and he can generate the stats without publishing the demo.

Don't take these stats as anything important, they are what they are. If you look at how they are calculated you can see that most stats are dependent on how many maps you played. The acception is Relative frags, but each game has different point spreads so you really can't go by that either. Hopefully they will show something relevant by the end of the season when we have more games to sort out. If you change your name mid season or mid game your stats will be messed up. The following is from the Gibstats Online Help:

Stats Calculations

Skill

The value depends on how many kills you did and who you killed. You get more points for killing a player with a high skill than with a low skill.

0 I have taken the calculation from TEN (www.ten.com). They deserve the credit for working it out, even though they in turn have taken it from other ranking calculations, like the chess rankings, which are very similar. The formula is very complex. The old skill calculation was limited to your efficiency. Without better efficiency you could not improve your skill, no matter how many frags you scored.

1 The new formula takes now care of the fact that the more players are on a map the more likely it is that one was just lucky when killing someone. Your skill continues to improve even if efficiency stays the same. Better players receive less for killing a worst player, then a worst player receives for killing a better player.

2 NOTE:
3 As skill depends very much on who kills who at which stage of the game it is very important to add logs in the right order of time. GibStats assumes that maps were played in the order of you adding them. If you drag and drop a map from one folder into another the skill cannot be calculated correctly according to the original order. It will be calculated according to the new order of maps.

4 Do not mail me if you do not understand the following fuction. I have just put it in so that everybody can work out how skill is calculated. The function to calculate is the following:

5 It is called every time a frag occurs.
6 NumberofPlayer= the number of players currently playing on the map
7 AttScore = the skill of the player winning the frag
8 TargScore = the skill of the player killed
9
10 Function UpdateSkill(NumberofPlayers As Integer, AttScore As Single, TargScore As Single)

11 Dim ScalingFactor As Single
12 Dim G As Single
13 Dim G_Multiplier As Single
14 Dim ExpectedWins As Single
15 Dim ScoreAdjustment As Single
16 Dim Temp as Integer

17 Const K = 1

18 Select Case NumberofPlayers - 1
19 Case Is < 3
20 ScalingFactor = 1
21 G_Multiplier = 1
22 Case 3
23 ScalingFactor = 0.9
24 G_Multiplier = 1.05
25 Case 4
26 ScalingFactor = 0.8
27 G_Multiplier = 1.1

28 Case 5 To 6
29 ScalingFactor = 0.7
30 G_Multiplier = 1.2
31 Case 7 To 8
32 ScalingFactor = 0.6
33 G_Multiplier = 1.3
34 Case 9 To 10
35 ScalingFactor = 0.5
36 G_Multiplier = 1.4
37 Case 11 To 13
38 ScalingFactor = 0.4
39 G_Multiplier = 1.5
40 Case Is > 12
41 ScalingFactor = 0.3
42 G_Multiplier = 1.6
43 End Select
44
45 G = 400 * G_Multiplier

46 If AttScore > TargScore Then
47 Temp = AttScore - TargScore
48 Else
49 Temp = TargScore - AttScore
50 End If

51 ExpectedWins = 1 / ((10 ^ (Temp / G)) + 1)

52 AttSkillAdjustment = K * (1 - ExpectedWins) * ScalingFactor

53 TargSkillAdjustment = K * (0 - ExpectedWins) * ScalingFactor

54 End Function
 
 

Efficiency

Is the relation of frags to deaths of a player. Maximum is 100. Minimum is 0. An average player has 50.

0 The formula is: ((kills-suicides) *100)/(frags+deaths)
 

Relative Frags

This basically measures how many frags you scored in relation to all other players. A score of one means you scored the average. Above one that you scored better than the average, below worst. The relative frags factor is therefor independent of how much one played and if it was a high frag map or low frag map.

0 Eg, map has 4 players and 100 frags, player x scored 30 frags and player y 20 frags and player z 25. This will produce a relative frag value of 1.2 for x, 0.8 for y and 1 for z.

1 When calculating the value for games all relative frag map values are added together and divided by the number of maps played.
 

Rank

Rank = Kills - (Deaths + Suicides)

Total Defense

All CTF scores minus the flag capture score.

GibStats Copyright 1997, 1998 by Niebuhr