(2013-03-05, 13:32:42)eSVau Wrote: I think the ingame one is better but the league does not have those gold information
The league has informations about the total hero kill bounty, creep kills, building kills and cp captures. Those values are simular to the earned gold ingame.
Maybe one creep or building kill is more worth in the ingame performance, or you assess something twice by rating the total hero kills plus the hero kill bounty (wich is the same if you neglect the time in game where those kills were made) .... wich brings me to my next point:
The stats I uploaded show, that i earned the most gold, killed the most creeps and buildings, have the highest lvl, most CPTPs and lowest deaths.
The other guys are better in tank worth (cause i spend around 6500 gold for facs in the end to finish base), kills (long range airship last hit shocker
), total dmg dealt (long range ... ) and assists, support (btw what is support?)
So the final tank worth at the moment when the enemy castle falls is very useless to evaluate the performance factor, because some people spended much money for armor upgrades, factorys, breakers, barricades, or even money loss due to a fast change to inf .... and so on, the list here is long. Well and some people dont spend gold for the team ...
A good formula would be for light force (lf):
Xi = [a * (personal hero kills / total hero kills lf)]
+ [b * (personal creep kill / total creep kills lf)]
+ [c * (personal building kills / total building kills lf)]
+ [d * (personal tank lvl / 25) - (25 / average tank lvl lf)]
+ [e * (personal CPTPs / total CPTPs lf)]
+ [f * (personal assist / total assist lf)]
+ [g * (personal support / total support lf)]
+ [h * (personal CPs captured / average CPs captured)]
Δi = 0,85 + 0,15 * (Xi* / Xi*(max))
with:
Xi* = Xi - Xi(min)
Xi*(max) = Xi(max) - Xi(min)
and (for example) {a,b = 0,2} {c,d,e,f,g,h = 0,1}
It's easier with excel
the actual weighting of those factors would be set based on empiric values.