• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:45
CEST 21:45
KST 04:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed14Weekly Cups (July 7-13): Classic continues to roll7Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Weekly Cups (July 7-13): Classic continues to roll RSL Revival patreon money discussion thread Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL [ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Help: rep cant save
Tourneys
Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 758 users

pro vs nub gpm vs xpm?

Forum Index > Dota 2 Strategy
Post a Reply
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2015-09-01 12:52:42
September 01 2015 12:50 GMT
#1
Is there anyone doing a study of the ratio of gpm / xpm? It is universally understood pro would have a higher gpm and xpm compared to that of a nub, but I'm interested in the ratio.

The rationale is in a free farming lane the pro would be able to land more last hits consistently, while the nub only gets a few. Yet both get the same XPM if there is no denies. As a result the pro would have a better gpm / xpm ratio.

This is very relevant in guides because many times in guide people would advocate for a certain item choices, but unless those item choices hit at a certain timing it won't make sense. A good example is desolator, a deso when the entire enemy team is lvl 8 is very different from a deso when the enemy team is already lvl 16.

I don't have the means of analyzing the replays but if someone can run a study, just take some normal / high / very high games on dotabuff, even taking some tournament games by pros, and simply aggregate the gpm / xpm ratio of everyone in each match. It'll be interesting to see if there's any difference. The hypothesis is pro would have a significantly higher gpm/xpm ratio, meaning in a higher level game on average, one would have more powerful items while on a relatively lower level.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
September 01 2015 12:55 GMT
#2
but the pros will have better farming patterns, so their xpm should be higher too as they are more efficient at killing creeps.
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 01 2015 15:23 GMT
#3
It also depends on the hero too. There is a huge difference between farming well on AM vs medusa or CK.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
September 01 2015 15:48 GMT
#4
presumably he will also separate them by heroes. for example nagas tend to a pretty low xpm compared to their gpm, and even their gpm will be lower than other heroes with a comparable cs cuz nagas never really farm ancients
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
FiWiFaKi
Profile Blog Joined February 2009
Canada9858 Posts
September 01 2015 17:59 GMT
#5
I would enjoy seeing this, but like others said, there's a lot of things to correct for.

On top of what's already been mentioned, high levels games may be different from nub games in simple ways like it takes longer for bad people to close games our, etc.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2015-09-01 21:14:56
September 01 2015 21:07 GMT
#6
I always thought it was pretty clear that Pros have a higher GPM:XPM ratio than lower skilled players, but I just took that for granted I guess. We expect items to come out quicker, that much is sure, but they also seem to come out at a lot lower levels. To me the most notable are people that rush battle furies or BKBs on heroes like PA. They'll seem to do no damage at all, but part of that is they rush those items and get them at a much higher level compared to everyone else and then deal almost no damage because people aren't as squishy and there are more powerful spells online.

Supports especially end up with more I think because more of the map goes unused by carries and there's more gank opportunities from out of position people (never mind skipping tps, wards and dust).


I don't think you really need to correct for much. The sample sizes are so large factors like Naga Siren should just be washed away in the noise unless there's a reason to believe they have a really profound effect.

Though the jungle is heavily weighed towards XP so pros clearing it should get a low GPM:XPM ratio, but I think that's more than offset by supports making the effort to stack those camps and superior zoning. Later on more efficient farming routes ultimately give heroes more time in lane more so than more jungle camps (which many newbies can full clear eventually as a carry anyways) so that would be more about getting more GPM over your XPM anyways.
Logo
Kaj
Profile Joined April 2011
Singapore269 Posts
September 03 2015 15:49 GMT
#7
Its not that hard to get high gpm/xpm, if you are given a complete free farm lane that is similiar to the pros, if you are like 4.5k you should be able to farm efficiently enough.

The real difference between the pros and the 5-6k wannabes is the way in which pros build items in lane, beat the offlane out through good selection of items after given an adv, and the way in which they control the creep equilibrium and making it always in favor of them after having an adv, making it almost impossible for any offlaner to stay in lane against them given the right heroes.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
September 03 2015 18:11 GMT
#8
I meant nub as in 2k
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
sCuMBaG
Profile Joined August 2006
United Kingdom1144 Posts
September 03 2015 19:23 GMT
#9
The difference will be really massive!

2k:
- no stacking by supports
- no getting a jungle camp while the lane is pushed
- supports camp the carry's lane all early game
- no (or very little) pulling, which also costs some cs
- no idea about keeping the wave equilibrium
- simple mechanics (in an empty lane a pro will miss the occasional creep, 2k will miss some even uncontested)
- your support might try and last hit and ruin your cs
- you might not even have a support, cause they all want to pick the supermegauberstronk carry


There is so many little things, that generate small advantages/get you ahead, which are non existing in lower mmr.
Names
Profile Blog Joined December 2010
Canada328 Posts
September 03 2015 19:55 GMT
#10
I think most people here didn't understand that the OP was talking about the GPM/XPM ratio.

In my opinion, it is not a good measure for several reasons. Let's start with numbers.

Concrete example (of close to equivalent game length):
Winners of a 4.5k game : http://www.dotabuff.com/matches/1757694225
Drow: 602/575 = 1.047 g/xp
WR: 609/519 = 1.173 g/xp

Winners of a 2.xk : http://www.dotabuff.com/matches/1760674918
Jugg: 554/518 = 1.070 g/xp
Venomancer: 554/371 = 1.493 g/xp

I know that one data set comparing two heroes is not significant, but you get the idea.

This is just to illustrate that the ratio of GPM/XPM doesn't change that much between low level and high level games. GPM is smaller but XPM is also smaller so it evens it out.

It is not a good indicator of wether you should go for an item build or another because It does not account for the in-game time (notice m/m = minutes are not considered anymore, units left are g/xp).

Now we could have a discussion as to what measure would be the best fit for figuring out how one's farm is doing overall in the game considering the game time, but this is definitely not what we are looking for.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2015-09-04 13:22:12
September 04 2015 13:21 GMT
#11
One data point doesn't really prove anything one way or another though. We'd also want to probably know g/xp at different points in time. The end of game g/xp is going to be heavily influenced by the end of the game fighting and/or stomping while it's the early game g/xp that makes a serious distinction on hero level vs when items are obtained.

minutes intentionally drops out too. That's sort of the whole point, the idea of looking at gold xp ratio is whether or not high level players obtain major items at lower levels than lesser skilled players. Minutes is largely irrelevant here outside of largely irrelevant factors like additional creep spawning, day night cycle, and roshan's time mechanics. There's very little about dota that's based purely on what minute the game is. Often when people talk about what time it is in the game it's a shorthand for the expected XP level and item progression for a game of that duration. Like game where everyone is level 16 with 10k networth is in pretty much the same state whether that's at minute 20, 25, or 30.
Logo
synapse
Profile Blog Joined January 2009
China13814 Posts
September 04 2015 14:24 GMT
#12
I think that would come down to what the gpm/xpm ratio for killing creeps vs killing heroes is. More hero kills nad less cs in pubs, vice versa for pro games.
:)
Names
Profile Blog Joined December 2010
Canada328 Posts
Last Edited: 2015-09-04 15:03:19
September 04 2015 14:56 GMT
#13
On September 04 2015 22:21 Logo wrote:
One data point doesn't really prove anything one way or another though. We'd also want to probably know g/xp at different points in time. The end of game g/xp is going to be heavily influenced by the end of the game fighting and/or stomping while it's the early game g/xp that makes a serious distinction on hero level vs when items are obtained.

minutes intentionally drops out too. That's sort of the whole point, the idea of looking at gold xp ratio is whether or not high level players obtain major items at lower levels than lesser skilled players. Minutes is largely irrelevant here outside of largely irrelevant factors like additional creep spawning, day night cycle, and roshan's time mechanics. There's very little about dota that's based purely on what minute the game is. Often when people talk about what time it is in the game it's a shorthand for the expected XP level and item progression for a game of that duration. Like game where everyone is level 16 with 10k networth is in pretty much the same state whether that's at minute 20, 25, or 30.


If you don't consider the in-game time, the ratio itself has no meaning.

Scnenario: Alchemist grabs a bounty rune at level 1 and has skilled greed. He suddenly goes to a ratio of about 5 g/xp. What does this mean?

http://dota2.gamepedia.com/Creeps#Lane_Creeps tells us that nearly every creep gives more experience than gold (exception of ranged creep). The bounty runes gives 50+5*minutes exp and 50+2*minutes gold, following the same logic of higher xp than gold overall.
This means that
  • a player farming lane OR jungle by himself will have a low g/xp. (even when last hitting perfectly)
  • a player dual or tri-laning will have high g/xp.

This doesn't account for hero kills xp or gold. (too complex to consider right now)

Gold is also received periodically by the sum of 100 gold per minute. This means that a player that just waits and does nothing will see his g/xp ratio increase.
Likewise, exp is received when in range of dying creeps. A player sitting in range and never landing a last hit will see his g/xp ratio decrease.

When we put all of this together: a carry farming safelane solo (& landing every last hit) will have a low g/xp ratio. Same thing if he grabs runes, same thing if he goes jungle or if he misses a last hit. It will however increase if he shares experience or if he wastes time (not in share range, not farming).

This is counter-intuitive but according to this analysis, having a low g/xp ratio is actually more efficient than having a high one. Perhaps I'm wrong somewhere or I misunderstood something. I am open to discussion.


EDIT: The previous version of my text had an error in this paragraph : When we put all of this together: a carry farming safelane solo (& landing every last hit) will have a low g/xp ratio. Same thing if he grabs runes, same thing if he goes jungle. It will however increase if he shares experience, if he wastes time or if he misses a last hit..
missing a last hit actually decreases a g/xp ratio. This adds ambiguousness to the accuracy of the low g/xp ratio meaning being efficient. I don't know how to interpret it yet.
Ler
Profile Blog Joined August 2012
Germany543 Posts
Last Edited: 2015-09-04 17:43:33
September 04 2015 17:32 GMT
#14
This would be a similarity to the Spending Quotient (SQ) in Starcraft 2 that can be determined for each leagues from Bronze to Grandmaster while the values differ heavily from league to league.
If you do some thinking about excluding certain games or only compare certain heroes this can work great for Dota 2.

Idea behind SQ: www.teamliquid.net
SQ on GGTracker: ggtracker.com
SQ on Liquipedia: wiki.teamliquid.net

For people interested in developing such metrics I recommend taking a look how the metrics for Sc2 were developed.
If you need help feel free to pm me when it comes to values to look at and or developing a Software component to support calculations.

Twitter: @Ler_GG | Facebook: lergg | youtube: lerlolgg | Twitch.tv/gg_nore | #ArtOfSupport
Buckyman
Profile Joined May 2014
1364 Posts
Last Edited: 2015-09-04 17:53:02
September 04 2015 17:51 GMT
#15
Gold>XP is somewhat unusual, though less so on individual heroes in high level matches. There are a few causes:

1) Split lane XP without splitting farm. In a trilane, the primary farmer gets extra gold per XP. This doesn't affect the team's GP/XP.
2) Fast pushing. Towers and barracks give more gold then experience. A team that clears the enemy's barracks and tier 4s before level ~14 gets a huge burst of gold that overwhelms their farming on non-core heroes. This affects pubs a bit more than esports games because esports games get surrendered before the tier 4s die.
3) Remote farming. A hero like Naga Siren that gets most of her last hits with no nearby heroes raises the team's gpm/xpm significantly.
4) Sucking. If a hero can't earn experience with any efficiency, they still receive tick gold. This effect is significant at <200 xpm.
5) Reliance on gold-gaining abilities over any normal economy. e.g. Alchemist and non-xp-optimized Midas.
6) Rubber-banding off a team that's already strongly in a gp>xp situation.

Here's an example match: http://www.dotabuff.com/matches/1769184052
The Naga is strongly GPM>XPM due to remote farming. Naga's supports are GPM>XPM due to base-crashing bounties. The Clockwerk and Skywrath are GPM>XPM due to Sucking, while the Morphling combines several factors.
Ver
Profile Joined October 2008
United States2186 Posts
September 04 2015 19:08 GMT
#16
I don't know about the ratio, but you can guess very accurately the mmr of mid/carry players up to prolly mid 5k or so by simply looking at their average gpm on a bunch of carry heroes. Better players simply get more gold, up to a point at least.
Liquipedia
Please log in or register to reply.
Live Events Refresh
Next event in 4h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 176
mcanning 151
ZombieGrub93
JuggernautJason42
Nathanias 27
StarCraft: Brood War
Sea 2188
EffOrt 1354
Larva 885
firebathero 286
Mini 262
TY 139
PianO 53
scan(afreeca) 27
Stormgate
TKL 148
Dota 2
qojqva5363
League of Legends
Dendi1609
Counter-Strike
Stewie2K1005
flusha220
Heroes of the Storm
Liquid`Hasu549
Other Games
FrodaN3245
Beastyqt747
C9.Mang0163
Skadoodle143
RotterdaM133
oskar128
elazer81
Trikslyr67
ToD54
Sick46
ViBE11
Organizations
Other Games
gamesdonequick2648
StarCraft 2
angryscii 37
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH200
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 27
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis5914
• TFBlade980
Other Games
• imaqtpie2001
• Shiphtur303
Upcoming Events
Replay Cast
4h 15m
OSC
4h 15m
Epic.LAN
16h 15m
Big Brain Bouts
20h 15m
sebesdes vs SpeCial
Harstem vs YoungYakov
GgMaChine vs uThermal
CranKy Ducklings
1d 14h
Epic.LAN
1d 16h
CSO Contender
1d 21h
BSL20 Non-Korean Champi…
1d 22h
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
2 days
Online Event
2 days
[ Show More ]
BSL20 Non-Korean Champi…
2 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
4 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
5 days
Esports World Cup
6 days
Liquipedia Results

Completed

JPL Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.