??? So zero death is the same as one death?
[Patch 4.20] Blaze It ◯0o。(ー。ー)y~~ - Pag…
Forum Index > LoL General |
Sufficiency
Canada23833 Posts
??? So zero death is the same as one death? | ||
Zess
Adun Toridas!9144 Posts
On December 06 2014 07:20 Scip wrote: dividing by 0 doesn't give you infinity. It's undefined. + Show Spoiler + In this case, KDA is fairly well defined at 0 deaths as the limit $\lim_{D\to 0^+} (K+A)/D$, since it isn't possible to have negative deaths. | ||
Nos-
Canada12016 Posts
On December 06 2014 09:55 Zess wrote: In this case, KDA is fairly well defined at 0 deaths as the limit $\lim_{D\to 0^+} (K+A)/D$, since it isn't possible to have negative deaths. it would be great if TL somehow supported latex | ||
Sufficiency
Canada23833 Posts
| ||
Complete
United States1864 Posts
| ||
Amui
Canada10567 Posts
| ||
Gahlo
United States35118 Posts
| ||
Sufficiency
Canada23833 Posts
Death + 1 is the number of times you spawn. Each time you spawn you sort of start a new session. So KDA with D + 1 is the number of kills you get each session. But I guess it's not too important. At the end of the day the difference is probably very marginal. I am more interested in weighting kills and assists for each champion. | ||
nafta
Bulgaria18893 Posts
| ||
Sufficiency
Canada23833 Posts
On December 06 2014 11:00 nafta wrote: Kda is a useless statistic anyway.You can have awful stats and still play a great game.Even if you change the calculations to suit every champ individually it would still be useless. KDA has its flaws. But I want to squeeze as much information as possible from it. | ||
![]()
TheYango
United States47024 Posts
On December 06 2014 10:50 Sufficiency wrote: I feel death + 1 kind of makes sense. Death + 1 is the number of times you spawn. Each time you spawn you sort of start a new session. So KDA with D + 1 is the number of kills you get each session. But I guess it's not too important. At the end of the day the difference is probably very marginal. I am more interested in weighting kills and assists for each champion. At this point the main disadvantage of D+1 is that the current convention is so ingrained into how people read KDA through other games that it would be awkward to make the transition. (xK+yA)/(D+1) is a better statistic, but KDA in and of itself isn't a useful enough metric of anything valuable for people to invest significant effort into changing how they view it--it's more or less just an e-peen statistic. On December 06 2014 11:45 Sufficiency wrote: KDA has its flaws. But I want to squeeze as much information as possible from it. See, when most people read KDA, the information they are trying to express by citing it is pretty much binary. It's either: 1) I am good at this game 2) You are bad at this game The situations where someone's actually trying to use the statistic for anything more complicated than that (let alone something actually meaningful for discussing the game) are pretty rare. If you wanted to make a statistic that incorporates kill/assist/death counts into some measure of someone's contribution to the game, you would probably deliberately NOT choose to call it KDA, because that would serve your end better than having people misconstrue it's purpose. If you want your statistic to be used to express meaningful information, then you want to distance yourself from a term that people use for a statistic that is generally used to express meaningless information. | ||
Sufficiency
Canada23833 Posts
Including more data (gold, etc.) will make things better and more informative. But I want to try something simple first. No guarantees whatsoever that anything interesting will come out, of course. | ||
ZERG_RUSSIAN
10417 Posts
On December 06 2014 05:15 JonnyLaw wrote: FTFY Proof of this is that I got challenger with a 5s team last season | ||
Kupon3ss
時の回廊10066 Posts
On December 06 2014 12:00 Sufficiency wrote: So yeah the goal is to construct something 'similar' to KDA but weights kills and assists differently for each champion (or each lane position) and possibly some other factors for the better "e-penis" factor. Including more data (gold, etc.) will make things better and more informative. But I want to try something simple first. No guarantees whatsoever that anything interesting will come out, of course. We have that already and it's honestly the only useful metric its called winrate | ||
VayneAuthority
United States8983 Posts
| ||
Scip
Czech Republic11293 Posts
I remember there was the spending quotient metric in sc2 that was pretty useful | ||
Sufficiency
Canada23833 Posts
| ||
TheHumanSensation
Canada1210 Posts
On December 06 2014 11:49 TheYango wrote: At this point the main disadvantage of D+1 is that the current convention is so ingrained into how people read KDA through other games that it would be awkward to make the transition. (xK+yA)/(D+1) is a better statistic, but KDA in and of itself isn't a useful enough metric of anything valuable for people to invest significant effort into changing how they view it--it's more or less just an e-peen statistic. Kill-assist to spawn ratio isn't nearly as catchy | ||
JazzVortical
Australia1825 Posts
| ||
Gahlo
United States35118 Posts
On December 06 2014 12:53 JazzVortical wrote: Is Trinity Force LB actually a thing or is it just one guy who I spectate in Korean solo queue that happens to be really good at it? I don't see why it would be a thing. With the rapid casting of her combo it's kinda pointless outside of 1 attack and at that point I feel like you might aswell for Lich Bane if you just HAVE to get a Sheen item. | ||
| ||