
However, if you average all the stats of the individual games together, and then calculate the WN7, you arrive at 3260 WN7! There are multiple reasons for this. Take the following example (the categories are as follows:Tank, Result, Survived?, Damage Dealt, Damage Received, Kills, XP, Detected, Capture Points, Defense Points, WN7): If you were to average the individual WN7 values of these games, you would arrive at 2578. WN7 sought to address this by slapping on a low tier penalty however this is easily avoided simply by alternating playing higher tiers and lower tiers. This sort of destructive potential allows players with relatively low skill to win an extraordinary portion of low tier matches and inflate their stats. This phenomena is perfectly illustrated by tier 1 autocannons, which can clip out opposing tier ones before the new players even can turn their turrets and react. Precambrian: What complicates the metric is the fact that it is easier to rack up amazing stats at lower tiers than it is at higher tiers, since at lower tiers, the average skill level of new players is extremely low, and the damage potential of low tier cannons, relative to the small hitpoint pools, allows experienced players to destroy their noob counterparts without any difficulty whatsoever. Precambrian explained this very well in this post, which has some out of date info it, but still captures the problem very well, on a small, understandable scale. Tier 1-10 problem – because of the two issues above, the tier 1-10 problem arose with WN7.

Kill per tier scaling – lower skilled players are found in lower tiers, and thus getting kills at tier 1 is easier than getting kills at tier 10, holding constant for player ability above a certain threshold. Also, damage dealing capabilities are hardly balanced across all tanks of the same tier (think T40 vs A-20 for example or the ARL V39 and M18). In order of seriousness, as judged by the WN* team:ĭamage per tier scaling – namely that while tier is a nice linear 1-10, damage values scale up in a curvilinear fashion. Some of these were known at the time of release of WN7 and others were discovered and publicized This is because WN8 cannot capture things like timing, target priority, teamwork or decision making abilities.Īs with all ratings before it WN7 had some weaknesses and limitations. It is intended to be looked at next to win-rate, battle count, average tier, and will never replace the inspection of the Service Record or platooning with someone or watching their replays. WN8 should not be considered the be-all-end-all of skill evaluation. WN8 seeks to measure the observable contribution to matches, across an account, and hopefully infers some information about the latent variable "skill". WN8 is the latest iteration of the WN8* (WNx) project lead by Praetor77. With permission from CraBeatOff, original article can be found here. Players with zero battles are assigned a player rating of 0.
#Real player dmg Patch
tracks 8.8 - assisted damage via disabled tracks (since patch 8.8).


Personal Rating is a scale created by to evaluate player performance.
