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GSL Match Statistics - Page 4

Forum Index > SC2 General
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Prev 1 2 3 4 5 Next All
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
January 10 2011 03:00 GMT
#61
Wow this is really good stuff. Great number crunching.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
Brewed Tea
Profile Joined October 2010
United States124 Posts
January 10 2011 03:12 GMT
#62
i don't think we should remove a certain player, because those players are part of the statistic.

and i think DQ games are so damn short because its such an aweful map that no one wants to play on it haha

very nice statistics, when pared with following GSL games we can see how Metagame shifts affect each match up.
if it wasnt for mules terrans would have to 15 hatch every game.
Logo
Profile Blog Joined April 2010
United States7542 Posts
January 10 2011 03:25 GMT
#63
A lot of it is kinda pointless, but still interesting to see. PvZ pre-GSL um... season 2 I think most Protoss players didn't even know to ramp block so we had mostly FEs vs Protoss rather than the now required pool/gas first. The game is nothing like it was in GSL season 1 so all those stats are kinda dated.
Logo
Sabu113
Profile Blog Joined August 2009
United States11095 Posts
January 10 2011 03:33 GMT
#64
Loved how TL juxtaposed this post with the new map post. Great work thanks.

MC damnit. Buff us T_T
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Splax
Profile Joined September 2010
Sweden51 Posts
January 10 2011 03:50 GMT
#65
Your table with the total GSL results doesn't match up with the seasonal results.
Almost all individual results are wrong. For instance, PvZ is 45-68, not 45-47.
Am I missing something?
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
January 10 2011 04:07 GMT
#66
These are some great numbers, thanks for sharing them
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 10 2011 04:14 GMT
#67
I think these are great for determining some map balance.
Developer for http://mtgfiddle.com
Contagious
Profile Blog Joined December 2005
United States1319 Posts
January 10 2011 04:35 GMT
#68
Wow and lol.. every time I see that 3:06, I have to lol because of poor sanzenith
bennyaus
Profile Blog Joined October 2010
Australia1833 Posts
January 10 2011 04:44 GMT
#69
On January 10 2011 13:35 Contagious wrote:
Wow and lol.. every time I see that 3:06, I have to lol because of poor sanzenith


Guy looked in need of a serious hug at the end of that game.
I play Random - HuK, DRG + Liquid fan
sevia
Profile Joined May 2010
United States954 Posts
January 10 2011 04:57 GMT
#70
The W/L stats really show how new of a game SC2 is. The fact that there's a sea change in almost every matchup, between every season, means that the metagame is way too volatile to be calling for balance justice just yet.

The sample size and quality of players makes this data difficult to use as absolute proof, but it's clear that things are not as black and white as saying "PvZ is obviously broken in the zerg's favor, Blizzard needs to patch it before things get out of hand."

Once we get some better maps and the metagame stabilizes, then we can talk about balance changes.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Spectorials
Profile Joined October 2010
558 Posts
January 10 2011 05:04 GMT
#71
First of all thanks for the stats. Would have taken a good while to compile. Great job.

I don't really mind about the W/L stats. The main concern is the average duration of games... The only enjoyable game for me this season was Boxer vs Hyperdub on Shakuras Plateau. Having such short games does not allow for much variety or much of a spectacle.

The sample data IS small BUT the majority of the games have been short and crappy such that I am finding it really hard to stay interested...
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
January 10 2011 05:07 GMT
#72
Really interesting how close they %s are even with such low amount of games.
Cambam
Profile Blog Joined September 2010
United States360 Posts
January 10 2011 05:13 GMT
#73
Shouldn't GSL 1's PvZ total be 18-13 instead of 18-33? Bringing the win% to 58.1%.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
January 10 2011 05:14 GMT
#74
On January 10 2011 13:35 Contagious wrote:
Wow and lol.. every time I see that 3:06, I have to lol because of poor sanzenith


I just felt sorry for sanzenith, scouted the wrong way, absolutely nothing he could've done, just bad luck.

Looking at the match times, it seems that despite being a VERY unfriendly map for every race due to the backdoor, most people favor playing safe on that map. Of course, 2 games isn't enough to tell anything at all and statistically insignificant, but I found that odd.

The win %'s per map in PvT are somewhat consistent, although sample size is still very close to insignificant. On the maps with back doors, BS and JB, Protoss seems favored, however, apart from that, it is hard to tell what is causing imbalance on some of these maps. Looking at the list, one definite possibility is the droppability(sp?) of each map in relation to rush distance.
Porouscloud - NA LoL
5unrise
Profile Joined May 2009
New Zealand646 Posts
Last Edited: 2011-01-10 05:23:10
January 10 2011 05:21 GMT
#75
OP your stats for ZvP is completely wrong for the first two seasons of gsl. PvZ winrate in gsl season 1 is 15-13 nin favour of toss, not 18-33, while your numbers for season two is also a lot lower than that on TL records. This corrected information will show that Protoss winrate is a lot higher than zergs in that matchup than your current data suggests
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 10 2011 08:49 GMT
#76
Nicely done! Wanna add this to Liquipedia? If you need help let me know!
Moderator@TLPholon // "I need a third hand to facepalm right now"
Inex
Profile Joined October 2010
Bulgaria443 Posts
January 10 2011 09:04 GMT
#77
Excellent job! Thanks for putting all this info in such a convenient way. Toss might have had a hard time, mainly because there weren't as many skilled players as there were from other races. Toss was poorly represented in GSL1 and 2, so I won't be too quick to assume toss is underpowered, since there weren't that many PvX games. The average match length on the other hand was suspected to be short, but 12 minutes for GSL 4 is really really bad (lol at the Blistering Sands average time :D).
TheSilverfox
Profile Joined December 2010
Sweden1928 Posts
January 10 2011 09:42 GMT
#78
Fantastic job!

BTW - Do you have any data on how it looks if we take away BitByBitPrimes cheese-matches and how it effects time on each map?
Also known as Joinsimon on Twitter/Reddit
Odoakar
Profile Joined May 2010
Croatia1837 Posts
Last Edited: 2011-01-10 16:59:26
January 10 2011 16:58 GMT
#79
On January 10 2011 14:21 5unrise wrote:
OP your stats for ZvP is completely wrong for the first two seasons of gsl. PvZ winrate in gsl season 1 is 15-13 nin favour of toss, not 18-33, while your numbers for season two is also a lot lower than that on TL records. This corrected information will show that Protoss winrate is a lot higher than zergs in that matchup than your current data suggests



I will go through the data again and make sure the numbers are correct this time. Just so we avoid any confusions, I based by numbers of data provided by Liquipedia for each GSL season. Did you take them from there also or from somewhere else?
Jayrod
Profile Joined August 2010
1820 Posts
January 10 2011 17:18 GMT
#80
On January 09 2011 23:48 Xism wrote:
Show nested quote +
On January 09 2011 23:45 clusen wrote:
On January 09 2011 23:38 Xism wrote:
PvZ really has changed.

How? You have different veto systems for maps over the seasons and the results are heavily influenced by single players, you can't tell if anything has changed.


Yeah, I guess you're right. Was looking too blindly at the statistics

Shortest. Argument. Ever.

I wish all TL arguments were so subtle
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