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GSL Match Statistics - Page 3

Forum Index > SC2 General
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Perscienter
Profile Joined June 2010
957 Posts
January 09 2011 19:02 GMT
#41
Which GSL season belongs to which balance patch?
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 09 2011 19:27 GMT
#42
That PvT statistic in the 3rd season is so deceiving. ><" MC basically contributed to like half those wins.
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
Last Edited: 2011-01-09 19:37:38
January 09 2011 19:37 GMT
#43
On January 09 2011 23:21 Odoakar wrote:
As I always knew, Protoss is having the hardest time, imagine if there wasn't MC around to keep those stats up


The same counts for Fruitdealer and IMNesTea in GSL1 and 2. I have the feeling the amount of matches played aren't enough and certain players are solely skewing the statistics.

Tho once the match count goes up it should give a clearer and more statistically accurate image and I praise/thank you for starting this up. Especially the average game time was an interesting tho not very surprising value.
"Suum Cuique" - Cicero
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
January 09 2011 19:44 GMT
#44
Wow thanks for these numbers!

Question, what was the average length of SC1 matches? (perhaps not throughout all 12 years ofc, but recently, what is it around? like in the korean pro level).

Thanks in advance.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
January 09 2011 19:49 GMT
#45
On January 10 2011 04:37 Nyxs wrote:
Show nested quote +
On January 09 2011 23:21 Odoakar wrote:
As I always knew, Protoss is having the hardest time, imagine if there wasn't MC around to keep those stats up


The same counts for Fruitdealer and IMNesTea in GSL1 and 2. I have the feeling the amount of matches played aren't enough and certain players are solely skewing the statistics.

Tho once the match count goes up it should give a clearer and more statistically accurate image and I praise/thank you for starting this up. Especially the average game time was an interesting tho not very surprising value.

With the amount of significant balance patches through out the GSL seasons, we will have to wait until the patch frequency goes down before this happens. Comparing matchups with all the seasons' matches combined doesn't make much sense.
Blah.
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
January 09 2011 19:53 GMT
#46
I dont think there is a big enough sample for these statistics to be useful. For example, according to the stats, PvZ on DQ is in favor of the zerg, TvZ on kulas zerg has 100% win ratio, and PvZ on scrap is in favor of the protoss.

Sc2 is so volatile atm, and builds are changing so quickly that there is too much randomness. One season 1 player will dominate the next 3 seasons he wont even qualify or get far.

Thanks for the stats though
If wishes were horses we'd be eating steak right now.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
January 09 2011 20:05 GMT
#47
Wow, without season 3, which had MC getting pvt the last 3 rounds, pvt would be in the low 30's for percent. Even the percent with GSL 3 included (44%) is pretty bad at a pro level. I'm actually really curious how the TvZ and PvZ numbers would look if all in's were removed from the equation. I've suspected for a while that, while zergs complain about the all ins, it is happening so often because even the pro's feel they have to in order to have a chance on many maps. My honest opinion is that the buff to toss thats coming won't make a big difference.
The real problem in my opinion is how few things most toss units counter (especially gateway units) and how many units counter them. Also, how many key toss units in the early game loose their greatness as the game progresses. Sentries, immortals, stalkers, void rays, get smashed by a lot more stuff than they smash they are all strong early and not as strong mid to late game. Psi storm and colossus are great, but so expensive they are a huge investment. Zergs and Terrans are becoming less and less afraid of them because they are learning when to scout for them and making corruptors and vikings for the colossus, using emp vs HT or just dodging the storms. I play toss and terran, in my experience it is 5x harder to feedback a ghost than it is to dump and emp into a gateway ball. 1 emp hitting 9 units is 900 dmg (100 shields per unit) and no energy for casting and people bitch about storm? Which takes a lot of gas and time to get out. Yet infestors start with fungal and Ghosts start with emp, neither of which are dodgeable.... I think toss macro is awesome, but overall toss has the worst mobility of any race and the weakest harass. Phoenix and DT harass gets shut down by the same thing, turrets or spores. Phoenix major problem is you have to wait for about 3 before you can do any harass with them and then the energy runs out pretty quick. Many people have figured out that when they see phoenix early that your ground army will be much weaker and they go for the kill. I don't think making obs 25 gas cheeper, phoenix build 10 seconds faster, and halucination 80 seconds instead of 110 are going to fix the issues that exist with protoss. Scouting isn't the big issue imo. The units themselves are. It's really hard to do damage vs zerg without a huge amount of risk of loosing the game and terrans units are just much more cost effective vs toss units. The combination of MMM with a sprinkle of either ghost, viking, or tanks is just extremely hard to deal with, yet it easily deals with almost anything toss can make. I think terrans real problem in the late game vs toss is the same as their troubles vs zerg in late game. They just can't replace their armies as fast as the other races. But unlike toss, every terran unit, except BC's, can be used for effective harass in some situation.

Zerg's units are pretty cost effective and they are usually ahead in economy after the 10 minute mark unless you've had some hugely successful push against them. The fact that so many naturals and 3rds are wide open is a good thing for zerg. Roaches, hydras, lings and banlings all have speed upgrades and creep to assist. There extreme mobility means they can deal with defending the key areas of maps much easier than the other races, yet still have the mobility to make huge attacks at any place anytime. The combination of this and their ability to reproduce 100 supply of and army in under a minute in the late game is why people are all ining them so much. The fear this scenario. I understand many will disagree. But watch closely in pro matches, how often zergs secure 3rds and loose the game. It's pretty rare. Usually, toss or terran never secure a 3rd vs zerg unless the zerg lets them and decides to take even more bases going up to 5 base.

Yes, I know it's a bunch of qq and I agree wholeheartedly that toss is the easiest to learn and play in general (zerg being the hardest) . But at high levels it looses its luster against an opponent who understands protoss's weaknesses and scout at the right times.

When these new larger macro oriented maps come into play. I have a feeling pvz is going to plummet for the toss winning percent and pvt will start swinging in Toss's favor. Zerg will start owning terrans and toss's in the months to come. Feel free to disagree and make a well stated, thought out rebuttal that doesn't include a slew of insults and vast generalizations.
:)
xiaofan
Profile Blog Joined July 2006
United States513 Posts
January 09 2011 20:24 GMT
#48
we'd get a better idea of "balance" if op could post just the ro32 statistics
Comeh
Profile Blog Joined July 2008
United States18919 Posts
January 09 2011 20:27 GMT
#49
Very interesting, though it would be cool to see how much the outliers effect the average game time. Perhaps median would be a nice statistic to see!
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.Aar
Profile Joined September 2010
2177 Posts
January 09 2011 20:43 GMT
#50
Perhaps you could also include standard deviation? I know we could calculate it ourselves but if it was included in the OP next to all the other stats it'd give the average reader a general idea of the variability before they start making some bolder assumptions.
now run into the setting sun, and suffer, but don't mess up your hair.
Perscienter
Profile Joined June 2010
957 Posts
January 10 2011 00:13 GMT
#51
Could you also include patch numbers per GSL, so we know the point of shifts?
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
January 10 2011 00:26 GMT
#52
Excellent number crunching imagine a world without oGsMC - it would be a dull place to live.

The games seem shorter; as a lot of pros have said the Koreans are great at early aggression and they execute this well..

New maps will also affect any future results as any new maps im sure will be more macro oriented.
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
suejak
Profile Joined March 2010
Japan545 Posts
January 10 2011 01:13 GMT
#53
Could you also compute some t-statistics to give a sense of reliability and include at least 15 labelled graphs so that we don't have to look at numbers so much?

On behalf of the often socially retarded Starcraft community, I would like to say thank you, OP, for everything you've done, and please only take the above as suggestions if you ever feel the desire to put even more time into this. You've done so much cool stuff already!
Are you human?
Genovi
Profile Joined May 2010
Sweden388 Posts
January 10 2011 01:22 GMT
#54
Throught the way a tournament with brackets works and the small sample the stats are going to be very skewed. Plus a fruitdealer who i think lost like 1 game total in GSL 1 is going to mess stuff up. These stats however, if preserved are going to get better over time with more matches played.
We fucking lost team - RTZ
carbon_based
Profile Joined December 2010
United States46 Posts
Last Edited: 2011-01-10 02:58:13
January 10 2011 02:14 GMT
#55
responding to reborn, as a toss player i agree with much of what u said, however i think the patch is going to make the pvz matchup much better and even with macro maps no problem. i have a 60% plus win percent on shakuras and i almost always play a zerg on it, my trick is fast expansion stargate. now i'm gonna admit i rely on an error from zerg players to take a win with it, but now i believe it will be a viable, safe macro build against zerg and here's why. a fast void ray with some cannon at the choke will stop zergs only possible aggressive response to a protoss fast expand, which is a roach bust or a nydus worm, it does this by killing roaches unanswered (obv) and clearing overlords from your base immediately. the problem is what u do with your stargate afterward, i'm keen on a phoenix transition to force hydra and spores and queens, however the problem with this is it forces me to make two stargates if i want an efffective harass. no longer. i can now safely get two base and a void ray, phoenix harass, and have time to transition to turtle n gates or robo tech depending on how he wants to counter, heavy air or hydra, and boom a fair matchup is born, right now one stargate is not enough to beat blind muta massers and phoenix pump to slow to create an effective harass after the void ray which is absolutely essential for toss fast macro safety vs zerg. im only a 2.7 k protoss but i feel i have a very deep understanding of pvz because its pretty much the only matchup im winning so thats my 2 cents, and yes, obviously larger maps will help vs terran because they always blindly run up your ramp or take ur expo out as soon as stim is researched and theres not much toss can do except hope they are late.

edit and expansion: and as for gateway units i think early game dominance and late game weakness is as it should be, and this is my perspective as a night elf player in war3, think about it, the stalker is super fast, ranged, and does extra vs armored, typically the units that "counter" the stalker, it is built much like the huntress, however, as soon as a snare or stun ability comes into play, that expensive, powerful unit is a liability, this is balance, your opponent sees you getting something that is good vs their composition and has a route to counter, protoss has this except its options are typically at tier 3, making the tier 2 scout so important, however the only real viable t2 scout is the observer which is what this patch is for, it is lowering the scouting burden for all 3 tech paths, the problem with this, however, is at the highest levels the protoss tech choice is going to be revealed by their scouting method, pay attention cuz this is some good info. if you see hallucinations, they went twilight council. if you see phoenix, stargate, obs, robo. good protoss should realize this and they should not throw down any t3 tech until that scout has revealed the response that your opponent makes to which scout he sees, i'm not sure if this is good but it is at least an improvement, but i really think the obs should be built from the nexus as soon as tier 2 is reached from stargate, twilight, or robo, because cloak banshee and dark templar threat still force robo in any non-rush game against terran and toss.
http://www.sc2ranks.com/us/1830689/zugzwang
Silidons
Profile Blog Joined September 2010
United States2813 Posts
January 10 2011 02:32 GMT
#56
Should do it like I saw a few weeks ago in the BW forum, the W/L rates WITH Flash/Jaedong and those WITHOUT.

I would say maybe S1 with/without FD, S2 with/without Nestea, S3 with/without MC, etc.

because the winners of the each season all won convincingly....
"God fights on the side with the best artillery." - Napoleon Bonaparte
Ryuu314
Profile Joined October 2009
United States12679 Posts
January 10 2011 02:53 GMT
#57
On January 10 2011 04:44 Yoshi Kirishima wrote:
Wow thanks for these numbers!

Question, what was the average length of SC1 matches? (perhaps not throughout all 12 years ofc, but recently, what is it around? like in the korean pro level).

Thanks in advance.

Not too sure but I'm pretty positive it'll be at least 20-25 minutes easy.
thragar
Profile Blog Joined May 2010
Canada450 Posts
January 10 2011 02:54 GMT
#58
On January 10 2011 11:32 Silidons wrote:
Should do it like I saw a few weeks ago in the BW forum, the W/L rates WITH Flash/Jaedong and those WITHOUT.

I would say maybe S1 with/without FD, S2 with/without Nestea, S3 with/without MC, etc.

because the winners of the each season all won convincingly....


I actually completely disagree, and think it should go the other way. The game is balanced for the top tier of players, so perhaps we should only look at data from the top 32 or top 16. Or maybe do it like figure skating and remove both ends of the outliers.

Nice post, btub, this was very interesting to read. It amazes me that the current season PvT stats are decided so heavily by Delta Quadrant. Protoss should start vetoing that map!
ieatpasta
Profile Joined May 2010
United States49 Posts
January 10 2011 02:54 GMT
#59
What's the point in converting game time to real time? We all play in faster settings, or at least the majority; so wouldn't it make more sense to have a notation that we can all relate to much easier?
PopoChampion
Profile Joined November 2010
Australia91 Posts
January 10 2011 02:56 GMT
#60
I don't think it's entirely accurate to take all the stats of all the GSLs, and compile it into one table. This will not show which race is having the most trouble. The fact that through GSLs, the win loss ratio between all the races have fluctuated dramatically shows that people are playing in different ways every time. Patches also have an effect on this. As the meta-game changes, so does the win-loss ratio of all the races.

Right now if you were to take GSL 4, which is the most recent and therefore the most accurate GSL to be taking statistics from, and put the numbers together, it shows that Zerg is having a really really rough time with the other races.

Of course, you have to take into account the amount of games that have been played, which isn't much at all. As you approach infinity games, the real percentage will present itself, so by the end of GSL we should have a nice percentage of win loss.
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