The same can be said for making Broodlords, corrupters in ZvP, and Infestor builds.
SQ Leaderboard by Region - Page 18
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Firekidt
United States28 Posts
The same can be said for making Broodlords, corrupters in ZvP, and Infestor builds. | ||
KurtSib
United States4 Posts
On October 30 2011 20:21 ikona wrote: Doesnt such small sample size defeat the purplse of this analisys though? I mean you can get different sets of last 30 games from the same player that provide wildly different results all day. So what is this data for exactly? So you're talking about sampling error, which is a fair criticism. We have some evidence, though, to suggest that sampling error is not a major factor in these results. Take the Euro/US players. That both of those players' SQ values were not significantly changed between their US 30 and their Euro 30, suggests that the SQ values don't vary greatly from 30-game set to 30-game set. Now that's still only 60 games, but the lack of variation between the sets of 30 is rather suggestive. Again, it isn't proof that the sample size is robust, but it is a good indication. | ||
aztrorisk
United States896 Posts
SQ = average income/average unspent minerals am I correct? | ||
SoKHo
Korea (South)1081 Posts
On October 31 2011 10:37 aztrorisk wrote: can somebody clearify? SQ = average income/average unspent minerals am I correct? No, read the original thread and there is an exact equation for it. | ||
Sableyeah
Netherlands2119 Posts
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JeffVader
United States79 Posts
On October 30 2011 15:59 tgun wrote: If you're aiming to purely increase your SQ then yes; however, since everyone in Ladder games (at least at the top level) isn't queing things up or spending just for the sake of spending, it shouldn't be a factor. Thanks. Very good point. | ||
HorussTv
Mexico34 Posts
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zergtat
Hong Kong853 Posts
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darklordjac
Canada2231 Posts
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Grovbolle
Denmark3804 Posts
On October 31 2011 07:27 KurtSib wrote: Why no t-values? I'm not totally versed in stats. My major, bio, mostly flirts with them. Still, I wonder why did you choose exclusively two-tailed t-tests? As I say, I'm far from expert, so take my questions as questions if you take them at all. Because when one doesn't have a clear assumption that it is okay to use a 1-tailed t-test one should always use the more "foolproof/safe" 2-tailed test. Also he provides p-values, which is all that is needed to asses whether or not H0 can be supported. | ||
jjhchsc2
Korea (South)2393 Posts
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ForgottenOne
Romania236 Posts
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xenofox
Canada43 Posts
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UnkoSeigen
Japan1 Post
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KurtSib
United States4 Posts
On October 31 2011 18:07 Grovbolle wrote: Because when one doesn't have a clear assumption that it is okay to use a 1-tailed t-test one should always use the more "foolproof/safe" 2-tailed test. Also he provides p-values, which is all that is needed to asses whether or not H0 can be supported. Why doesn't that assumption exist for the Idra ladder vs. Idra tournament comparison? | ||
VediVeci
United States82 Posts
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LetoAtreides82
United States1188 Posts
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GiygaS
Canada1043 Posts
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vinautomatic
United States65 Posts
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imbecile
563 Posts
On October 29 2011 18:58 zul wrote: GoODy in front of IdrA in a Statistic about macro abilitys. Who would have thought that Just shows that queuing is an incredible tool to keep up your macro while yo u need to attend to other things. Also a good explanation why terrans tend to gave the best SQs, and protoss the worst: All terrran production is queued, so it is easiest for them to have constant production and cushion slip-ups. Most protoss production is from Warp-ins. Not only can't it be queued, it also requires direct vision and attention on the battlefield and sometimes rewards not spending and build up warpgate count. The zerg larva production is in between in how much player attention and involvement it requires. While there aren't queues to keep up the production times for you, stockpiling larva can make up for previous slip-ups to a degree. In short, it is easiest to be efficient with terran production, as long as you know when, what and how many structures to build. The efficient automatic use and allocation of production slots more than makes up for temporarily tying resources into the queue. Terran production is most forgiving with the timing of the production button presses. | ||
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