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Clinkenweird

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Everything posted by Clinkenweird

  1. I am trying to understand how yasenkrasen stats calculate for each session. Here is my example. I battled in 6 games. Here is the WN8 from each game. 1st 3875 2nd 2072 3rd 3558 4th 2802 5th 145 6th 2984 From this yasenkrasen WN8 shows 2246 How does it calculate that? If you just take the 6 battles, add them up and device by 6 you get 2572 I have seen this number skewed even farther the more battles you get. Showing 1000+ difference. Any idea how it comes to its session total?
  2. Before the color was based on a static number. if you had greater than 1800 damage then it was blue, 2500 it was purple. It did not take into account the expected win8 damage. So that is what changed. The old way could be misleading that you think you are doing good avg damage but you are not. Specifically for Tier 10s. Likewise in low Tier tanks you would always show red or orange because your avg damage was really low compared to the static number. // Dynamic color by average damage on current tank "tdb": [ { "value": 500, "color": ${"def.colorRating.very_bad" } }, { "value": 750, "color": ${"def.colorRating.bad" } }, { "value": 1000, "color": ${"def.colorRating.normal" } }, { "value": 1800, "color": ${"def.colorRating.good" } }, { "value": 2500, "color": ${"def.colorRating.very_good"} }, { "value": 9999, "color": ${"def.colorRating.unique" } } ], This was the old way. So if you Maus avg damage was 1659 from your picture, you were in the Good range and Green when using static numbers. But compared to win8 expected damage of 1790 you are considered normal and Yellow. Make sense?
  3. I did a little more math and i adjusted the coloring scale. New scale as follows // Dynamic color by average win8 damage efficiency on current tank "wn8effd": [ { "value": 0.2, "color": ${"def.colorRating.very_bad" } }, { "value": 0.5, "color": ${"def.colorRating.bad" } }, { "value": 1.0, "color": ${"def.colorRating.normal" } }, { "value": 1.7, "color": ${"def.colorRating.good" } }, { "value": 2.3, "color": ${"def.colorRating.very_good"} }, { "value": 15, "color": ${"def.colorRating.unique" } } ], This was based from using the wn8 formula to find strictly based off damage assuming you meet all other criteria equal to what is standard (frags, def, spot and winrate) I am sure the table is confusing but its based on the WN8 = 980*rDAMAGEc + 210*rDAMAGEc*rFRAGc + 155*rFRAGc*rSPOTc + 75*rDEFc*rFRAGc + 145*MIN(1.8,rWINc) Where i left everything but 980*rDAMAGEc at 1.0 ratio. So final formula is WN8 = 980*rDAMAGEc + 585 Seems better as i do it in my head right now, not sure what ill think tomorrow.
  4. Mine is the other way around. It never skips it even though its checked.
  5. Chocolate chip please :) Thank you, hopefully this can get added.
  6. I am hoping others would find this useful and doesn't seem like a big tweak to incorporate. On low tier tanks and high tier tanks the default coloring is based just off static numbers. below 500 is red and above 2500 is purple. Well in a sub tier 4 or 5 tank your avg damage will show red or orange even if it is a good average. Likewise a tier 10 tank will always show blue or purple because 2000+ damage is fairly common. So for me it was misleading to see how well you were actually doing. I modified mine to incorporate avg damage colored by wn8effd, which is your ratio compared to expected wn8 damage. Below is what i did. The ratio numbers are just something i entered based on what i thought good vs bad players would be. So that should be good starting point. in carousel.xc (v.c_wn8effd substituted for v.c_tdb) { "x": 2, "y": 45, "format": "<font face='XVMSymbol' size='13' color='#CCCCCC'>A</font> <b><font size='12' face='$FieldFont' color='{{v.c_wn8effd}}'>{{v.tdb%-4d|--}}</font></b>", "shadow": { "color": "0x000000", "alpha": 0.8, "blur": 2, "strength": 5, "distance": 0, "angle": 0 } }, in colors.xc // Dynamic color by average win8 damage efficiency on current tank "wn8effd": [ { "value": 0.5, "color": ${"def.colorRating.very_bad" } }, { "value": 0.8, "color": ${"def.colorRating.bad" } }, { "value": 1.0, "color": ${"def.colorRating.normal" } }, { "value": 1.4, "color": ${"def.colorRating.good" } }, { "value": 2.1, "color": ${"def.colorRating.very_good"} }, { "value": 15, "color": ${"def.colorRating.unique" } } ], So now it colors like in the example picture. 462 = my avg dmg, 325 = win8exp green value Thanks again for all hard work you put into this modpack!!
  7. I did a little more reading and came up with this. This will color the avgdmg based on these ratio, but show the avgdmg number and not the ratio. in carousel.xc { "x": 2, "y": 45, "format": "<font face='XVMSymbol' size='13' color='#CCCCCC'>A</font> <b><font size='12' face='$FieldFont' color='{{v.c_wn8effd}}'>{{v.tdb%-4d|--}}</font></b>", "shadow": { "color": "0x000000", "alpha": 0.8, "blur": 2, "strength": 5, "distance": 0, "angle": 0 } }, in colors.xc // Dynamic color by average win8 damage efficiency on current tank "wn8effd": [ { "value": 0.2, "color": ${"def.colorRating.very_bad" } }, { "value": 0.4, "color": ${"def.colorRating.bad" } }, { "value": 0.8, "color": ${"def.colorRating.normal" } }, { "value": 1.0, "color": ${"def.colorRating.good" } }, { "value": 1.4, "color": ${"def.colorRating.very_good"} }, { "value": 15, "color": ${"def.colorRating.unique" } } ], Now i picked the ratio just based on what i would think they would be. So the ratio might not be 100% right. So now it colors like in the example picture. 462 = my avg dmg, 325 = win8exp green value
  8. I read through the post. So if i understand correctly it is looking at a static number for coloring based on average damage. So on a low tier tank like Luchs <500 = red. So the dynamic color is misleading. So to modify that you need to compare avgdmg vs win8expdmg for coloring. But then you get a ratio from it and not the value anymore. So you could do a static color for avgdmg like white and then maybe put a ratio next to it that is colored so you get an idea of how well you do compared to others. So use value like v.c_wn8effd then next to avg damage would be a fix. Sound about right?
  9. You are awesome! Thanks for implementing this.
  10. This has been useful for me, maybe others would find it also. I modify the enemy dying marker to be extra large and centered over the tank name. It really draws your eyes to the tank and help in focus fire those low hitpoint tanks. I change the Size to 60, x to 0 and y to -135. If others find this useful maybe it could be added as a sub option under dying marker to enlarge?
  11. Thank you for the awesome mod pack!! Unless i am looking at it wrong the average damage for the Luchs is incorrectly coloring. The expected win8 value is 325 i believe, yet it is still showing red when my average is 460+. Is this a bug in xvm or carousel or something else? Not sure where it gets the coloring information from. Thanks.
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