The damage per tier mark from Blitzstars.com got me thinking about how to evaluate damage done in a game. I set up a simple level system for damage that should be fair when comparing different tanks from the tiers that I play (tiers 7-10). I just played games then marked down the damage dealt by each tank for both sides and if they won or lost. I played premium tanks, tanks I'm grinding, tanks I like to play, and tanks I suck at but want to get better. I just played my normal way and tracked the data as simply as possible.
The levels
I set up a simple ranking system based on tier x 100 to determine each level. So tier 10 levels move up by 1,000 damage, tier 9 by 900, tier 8 by 800, and tier 7 by 700. Here is tier 10 for example and how I labeled the levels of damage (I know I am a comedian, right).
Tier X - damage needed for that level
Suck - 0-1k dmg - what was I doing?
OK - 1k-2k dmg - decent but need to do better.
Expected - 2k-3k dmg - I did my part and nothing more.
Good - 3k-4k dmg - big contributor
Great - 4k-5k dmg - what are my teammates doing?
Amazing - 5k+ dmg - my back is sore from carrying so hard!
The Numbers
Here is the number of tanks that finished in each of the levels and their percentage for each tier and the totals along the bottoms. I marked the two lowest levels to differentiate between what I consider a below average game. The far right it the total tanks I tracked for each tier.
Tanks | |||||||
Suck 0-1x dmg | OK 1x-2x dmg | Expected 2x-3x dmg | Good 3x-4x dmg | Great 4x-5x dmg | Amazing 5x+ dmg | Totals | |
Tier 10 | 132 (27%) | 150 (31%) | 131 (27%) | 50 (10%) | 18 (4%) | 4 (0.8%) | 485 |
Tier 9 |
160 (29%) |
210 (39%) | 119 (22%) | 40 (7%) | 14 (3%) | 3 (0.5%) | 546 |
Tier 8 | 240 (35%) | 257 (37%) | 148 (21%) | 40 (6%) | 8 (1%) | 2 (0.3%) | 695 |
Tier 7 | 129 (43%) | 110 (36%) | 44 (15%) | 16 (5%) | 3 (1%) | 0 (0%) | 302 |
Totals | 661 (32.59%) | 727 (35.85%) | 442 (21.79%) | 146 (7.20%) | 43 (2.12%) | 9 (0.44%) | 2028 |
Total tanks below expected level damage - 1,388 (68.44%)
Total tanks at expected level damage and above - 640 - (31.56%)
Here is the breakdown for WR for each tier and level of damage for the games I tracked.
WR | ||||||
Suck | OK | Expected | Good | Great | Amazing | |
Tier 10 |
28.03% |
45.33% | 63.365 | 76.00% | 66.67% | 50% |
Tier 9 | 31.88% | 50% | 60.50% | 75% | 78.57% | 100% |
Tier 8 | 38.33% | 49.81% | 56.76% | 80% | 87.50% | 50% |
Tier 7 | 41.86% | 57.27% | 59.09% | 81.25% | 66.67% | --- |
Total | 35.67% | 50.07% | 60.92% | 77.40% | 74.42% | 66.67% |
What I see
The Good
The skill to deal damage is almost linear in numbers as you go up the tiers. There is a higher percentage of tanks that can deal more damage as you go up each tier for all levels above Expected (2x the tier of damage or more). There are fewer tanks that do poorly at tier X compared to VII. Each time you move up a level the players are slightly better than the one before. I was just shocked at how clear and clean this was on the graph.
The Bad
Look at the Suck level. Those poor tanks who only get off one or two shoots before dying. As you go down in tiers, the percentage of players in that category rises at each tier. I was surprised at the sheer number of players That don't do well in each game. Over two thirds of tanks don't even to 2x their tier in damage each game. I knew tanks did bad when you look at the end game screen but I was surprised by the sheer numbers of players in the first two levels.
Conclusions
I think this flat out shows that there are more skilled players at each tier as you go up from 7 to 10. The amount of players who do poorly goes down as you move up the tiers so the amount of players who do well goes up. This is vindication for the players who say the best players are playing up at tier X. You need to pull your weight or you lose. Tier X has the lowest WR for both the games you SUCK or do OK damage. Tier X is brutal and you need to play well to win. You want to get better as a player make sure you are not finishing in those two levels for damage as often.
How did I do?
I was on fire during this charting so I know my WRs for this will be way better than normal. I could not lose when dealing just OK damage. I also don't have a huge sample size for each tier as I played 4 different tiers and only tracked 151 games for myself (20 @ X, 67 @ IX, 45 @ VIII, 19 @ VII). Not a huge sample size at any tier and even worse for each category to determine an accurate WR for myself. Therefore only totals are really with looking at.
SUCK | OK | EXPECTED | GOOD | GREAT | AMAZING | |
GAMES (151) | 18 (12%) | 42 (28%) | 51 (34%) | 28 (19%) | 11 (7%) | 1 (0.7%) |
WR | 38.89% | 61.90% | 60.78% | 89.29% | 81.82% | 100% |
I was happy to see that I was well below the average tank when it comes to playing badly. I only had really bad games 12% of the time compared to 33% of the general population. That also means that I flipped the scales and played at my expected level or better 60% of the time compared to only 32% of the time for the average player.
What did I learn
I also wrote down what happened each time I finished in the SUCK level of damage. A TD ruined my game 11 of the 18 times. The usual suspect was the 183 and waffle. Even worse was 7 of those 11 times the TD was not spotted so I never saw it coming. Conclusion... The TD class is doing it's job. I need to work on my awareness of where they are and where they like to camp and don't give them an easy target. I still had games where I survived a TD shot and did well but that shot early or the big finishing shot is what caused me to SUCK 61% of those games. The second leading cause was sticking my nose where it doesn't belong. I would convince myself to try to take a shot when I know I will get hit by at least 1 shot in return. I get tracked and then take 2 or 3 shots. It always went way better in my head before I did it.
Edited by _Weeping_Angel_, 16 August 2018 - 06:24 PM.