
This is just on the internet site for us.battle.net, in-game is fine
character name is snuck
Forum Index > SC2 General |
barwick11
44 Posts
August 13 2012 23:09 GMT
#1421
![]() This is just on the internet site for us.battle.net, in-game is fine character name is snuck | ||
![]()
Excalibur_Z
United States12224 Posts
August 14 2012 00:21 GMT
#1422
On August 14 2012 08:09 barwick11 wrote: Don't know if this is a problem, but it appears (at least on us.battle.net) that folks are showing an incorrect bonus pool #. Mine's showing like 300+ (wish I had that much) ![]() This is just on the internet site for us.battle.net, in-game is fine character name is snuck Players in leagues below Master have a reduced bonus pool accumulation rate, but the website still shows the Master rate for all players, so sub-Master players will see a larger bonus pool on their web profiles that can't be spent. | ||
Verndroid
Denmark12 Posts
August 14 2012 13:25 GMT
#1423
![]() Thx a lot for making this plugin. I really look forward to following my MMR as I get more games played. | ||
skeldark
Germany2223 Posts
August 14 2012 13:45 GMT
#1424
On August 14 2012 22:25 Verndroid wrote: Just installed this yesterday. Played 11 games. Shows my MMR as 155. Silver league as 750 .. guess I have a little work to do ![]() Thx a lot for making this plugin. I really look forward to following my MMR as I get more games played. Keep in mind that bronze is most inaccurate of all leagues. Also the graph is not stable if you have less than 5 good games. (the once on the left goodgames/allgames) And to be honest you should not focus on MMR in bronze. See it this way: If you start playing another sport they will not let you play a match the first time you go there. First you should learn the basics before you compete against others. If you start competing than the risk is high you get bad habits and learn from you opponents who are doing random stuff. I would suggest you learn one build (any 1 base build) and execute it couple of times without opponent. When you feel like you can execute it decent you can start ladder and should be able to get easy in silver. If this is not the case you should stop and train the build again. Its less fun this way but you learn way faster. And the fact that you downloaded my tool tells me that you really care for getting better. | ||
rfoster
United States1005 Posts
August 14 2012 13:57 GMT
#1425
| ||
Maxamix
Canada165 Posts
August 14 2012 15:18 GMT
#1426
On August 14 2012 22:57 rfoster wrote: What happens if I dont change the account on sc2gears and play on a different account? Does it count those games torward the account its set to or does it just not count them at all? Thanks AFAIK they will be considered custom games as the profile ID won't be found in by the ramscanner and they won't display at all | ||
Verndroid
Denmark12 Posts
August 14 2012 15:41 GMT
#1427
I am aware that it isn't very accurate until it has 5/x games so I will monitor it closely as I start laddering. I am currently on 2 builds. 3gate robo into expand in PvT and PvP and FFE in PvZ. Have been having fun with all sorts of builds but those two are my "standard" builds. If I can manage to take it into middle/late-game I usually win a lot of them. Currently I struggle most with early pressure and since I am not that experienced yet I still end up doing something silly in some games. But I hear you and do try to adhere to learning just these two builds and .... "Probes and pylons". :-) | ||
skeldark
Germany2223 Posts
August 14 2012 16:22 GMT
#1428
On August 14 2012 22:57 rfoster wrote: What happens if I dont change the account on sc2gears and play on a different account? Does it count those games torward the account its set to or does it just not count them at all? Thanks He try his best with the information he have. If you have ramscanner on: he will compare all accounts in the settings to the ram values and autochange the active account if he find one. So it should be no problem If you have ramscanner off: he will not be able to run the pretirgger correct and count them as custom. Postgametrigger will again compare all possible account but without any pretrigger run the chance is high the gamedata is invalid. TLDR: turn ramscanner on and you dont have to switch the accounts. On August 15 2012 00:41 Verndroid wrote: THx for the input Skeldark. I am aware that it isn't very accurate until it has 5/x games so I will monitor it closely as I start laddering. I am currently on 2 builds. 3gate robo into expand in PvT and PvP and FFE in PvZ. Have been having fun with all sorts of builds but those two are my "standard" builds. If I can manage to take it into middle/late-game I usually win a lot of them. Currently I struggle most with early pressure and since I am not that experienced yet I still end up doing something silly in some games. But I hear you and do try to adhere to learning just these two builds and .... "Probes and pylons". :-) 3 gate robo is a sold build. I agree its not really an option against z. However its very save so you should not have problems against early attacks. Other way round, if they are to greedy you should be able to just kill them. take a 3 gate robo from an pro player and copy it 1 to 1. Than just build it until the pro would go allin. But before you do so you scout if he expanded. If he did you kill him if not you expand on your own and defend. I know everyone on tl and bnet things macrogame = good game , allin = bad game. But that is not true. If you win you are the better player because better means nothing else than winning more often. First you should be able to execute an allin good. Because allin teaches you: -Marcro out of 1 base -Always same buildorder ( you can concentrate on more important things) -Micro ( obvious) -Feeling for the game If you attack 100 different people / builds with the exact same allin, you get a feeling for when they die and when not = you understand better what your opponent does and this is very helpful for the future A macro game where you both ignore each other and just build stuff dont teach you anything about this. | ||
Malpractice.248
United States734 Posts
August 15 2012 06:25 GMT
#1429
Which doesnt seem at all realistic, given, teams even, MMR even, yet HUGE drops. | ||
skeldark
Germany2223 Posts
August 15 2012 14:27 GMT
#1430
On August 15 2012 15:25 Malpractice.248 wrote: Im not sure how accurate this thing is. Ill beat someone (or a chain of people) 100-200 above my MMR, gain about 10 MMR each match.... then lose to someone barely above me (equal basically) and lose like 50. Which doesnt seem at all realistic, given, teams even, MMR even, yet HUGE drops. If you lost 50 there is a mistake. will look into your data later. | ||
drgoats
United States310 Posts
August 15 2012 17:56 GMT
#1431
When reading the bell curve, are the lines representing the leagues the average mmr for that league or the bottom mmr for that league? Great plug in. Exactly what I was looking for. Thanks. | ||
BurningRanger
Germany303 Posts
August 15 2012 19:09 GMT
#1432
On August 16 2012 02:56 drgoats wrote: Sorry if this was answered somewhere else. When reading the bell curve, are the lines representing the leagues the average mmr for that league or the bottom mmr for that league? Great plug in. Exactly what I was looking for. Thanks. Not only in the bell curve, but in all graphs of it, the lines are the "Promotionlines" (you have to activate them at the bottom of the normal graph), meaning that, if you pass them, you will very probably be promoted. So it's the bottom mmr of that league. | ||
Cambam
United States360 Posts
August 15 2012 20:32 GMT
#1433
What are your thoughts on this? Shouldn't points match up with MMR pretty nicely after BP has been spent? What's with the correlation between points and the constant? | ||
moki
Belgium8 Posts
August 15 2012 21:58 GMT
#1434
On August 15 2012 15:25 Malpractice.248 wrote: Im not sure how accurate this thing is. Ill beat someone (or a chain of people) 100-200 above my MMR, gain about 10 MMR each match.... then lose to someone barely above me (equal basically) and lose like 50. Which doesnt seem at all realistic, given, teams even, MMR even, yet HUGE drops. I have the same problem. Winning against grandmasters only gives about 10-15points and losing to someone who is favored vs me usually makes me lose anywhere from 40-60points. | ||
skeldark
Germany2223 Posts
August 15 2012 22:17 GMT
#1435
On August 16 2012 05:32 Cambam wrote: Ok, so I looked at the "games" excel file and looked only at masters players who had spent all their bonus pool (720 in the file I'm looking at). I figured that once you've spent all your BP, your points should basically just be your MMR minus a constant. However, upon looking for this constant, I found it varied a lot more than I expected. It's approximately 1217 (therefore, MMR = points + 1217), but it varied all the way from 1116 to 1300. This leads to weird situations like: one player has 1498 points but has a higher MMR than another player with 1542 points, though both have spent all their bonus pool. Another example is a player with 764 points with a lower MMR than a player with 711 points. Lastly, there is a slight positive correlation between a player's points and the value of his constant, meaning that players with higher points tend to have higher constants. What are your thoughts on this? Shouldn't points match up with MMR pretty nicely after BP has been spent? What's with the correlation between points and the constant? Points move towards mmr but its not as simple like an constant. the function is more complicated. The Point-System was invented to hide the mmr and that's exactly what it does. On August 16 2012 06:58 moki wrote: Show nested quote + On August 15 2012 15:25 Malpractice.248 wrote: Im not sure how accurate this thing is. Ill beat someone (or a chain of people) 100-200 above my MMR, gain about 10 MMR each match.... then lose to someone barely above me (equal basically) and lose like 50. Which doesnt seem at all realistic, given, teams even, MMR even, yet HUGE drops. I have the same problem. Winning against grandmasters only gives about 10-15points and losing to someone who is favored vs me usually makes me lose anywhere from 40-60points. Im looking into it but dont have much time right now. It can be that something is wrong with the changepoint calculation or the bonus pool time calculation. I will check that later | ||
skeldark
Germany2223 Posts
August 15 2012 22:34 GMT
#1436
This season did not end in time. Over 720 bonuspool already and my tool thinks that 720 is maximum bonus pool because of an seasonend. So it goes into "season cap mode". All latest data is wrong because of this. I updated the database file ( its automatic updated when you start the program ) Should be ok now. Sorry for the mistake oO Thanks for pointing the wrong data out guys. Sorry i dont play much sc2 anymore and did not look in the data for some time,. or i would notice myself. | ||
korona
1098 Posts
August 16 2012 00:49 GMT
#1437
Here are the formats as I understood: Old format (<- v. 5.0): + Show Spoiler + 1) tool version, 2) db version, 3) long time in millis, 4) server, 5) result: win = 1 loss = 0, 6) map, 7) player data: ok = 1 bad = 0, 8) profile URL, 9) profile id, 10) league, 11) division name, 12) wins after, 13) losses after, 14) Points, 15) Unspend Bonuspool, 16) max bonuspool (master), 17) adjusted points, 18) point change without bonus, 19) player data: ok = 1 bad = 0, 20) profile URL, 21) profile id, 22) league, 23) division name, 24) wins after, 25) losses after, 26) Points, 27) Unspend Bonuspool, 28) max bonuspool (master), 29) Adjusted Points, 30) point change without bonus, 31) nothing, 32) user id in tool, 33) season New format (v 5.1->): + Show Spoiler + 1) G, 2) tool version, 3) db version, 4) long time in millis, 5) Server, 6) Map, 7) user id in tool, 8) season, 9) ???, 10) result: win = 1 loss = 0, 11) profile URL, 12) player data: ok = 1 bad = 0, 13) profile id, 14) league, 15) division name, 16) main race, 17) race, 18) wins after, 19) losses after, 20) Points, 21) Unspend Bonuspool, 22) max bonuspool (master), 23) Adjusted Points, 24) point change without bonus, 25) profile URL, 26) player data: ok = 1 bad = 0, 27) profile id, 28) league, 29) division name, 30) main race, 31) race, 32) wins after, 33) losses after, 34) Points, 35) Unspend Bonuspool, 36) max bonuspool (master), 37) Adjusted Points, 38) point change without bonus I tinkered with games.dat just couple of days ago. Out of curiosity I manually added some crash games that had not been logged in between as "bad games" (with correct time values, results (win-loss) and player id:s). The additions did nicely fit in the graphs and the analysis based on the originally recorded values did not change (only some finetuning for individual values). Edit: Before this point the old and new format data was mixed in the games.dat. But as now I used the "mark as bad game" functionality from the tool (v.5.6), the tool converted the whole games.dat into the new format. Nice! | ||
skeldark
Germany2223 Posts
August 16 2012 01:00 GMT
#1438
On August 16 2012 09:49 korona wrote: Now as games.dat structure was mentioned couple of posts ago, I would like to know what does the 9th value in the new format (v.5.1->) mean? Also is there a value for tie games (1 = win, 0 = loss)? Here are the formats as I understood: Old format (<- v. 5.0): + Show Spoiler + 1) tool version, 2) db version, 3) long time in millis, 4) server, 5) result: win = 1 loss = 0, 6) map, 7) player data: ok = 1 bad = 0, 8) profile URL, 9) profile id, 10) league, 11) division name, 12) wins after, 13) losses after, 14) Points, 15) Unspend Bonuspool, 16) max bonuspool (master), 17) adjusted points, 18) point change without bonus, 19) player data: ok = 1 bad = 0, 20) profile URL, 21) profile id, 22) league, 23) division name, 24) wins after, 25) losses after, 26) Points, 27) Unspend Bonuspool, 28) max bonuspool (master), 29) Adjusted Points, 30) point change without bonus, 31) nothing, 32) user id in tool, 33) season New format (v 5.1->): + Show Spoiler + 1) G, 2) tool version, 3) db version, 4) long time in millis, 5) Server, 6) Map, 7) user id in tool, 8) season, 9) ???, 10) result: win = 1 loss = 0, 11) profile URL, 12) player data: ok = 1 bad = 0, 13) profile id, 14) league, 15) division name, 16) main race, 17) race, 18) wins after, 19) losses after, 20) Points, 21) Unspend Bonuspool, 22) max bonuspool (master), 23) Adjusted Points, 24) point change without bonus, 25) profile URL, 26) player data: ok = 1 bad = 0, 27) profile id, 28) league, 29) division name, 30) main race, 31) race, 32) wins after, 33) losses after, 34) Points, 35) Unspend Bonuspool, 36) max bonuspool (master), 37) Adjusted Points, 38) point change without bonus I tinkered with games.dat just couple of days ago. Out of curiosity I manually added some crash games that had not been logged in between as "bad games" (with correct time values, results (win-loss) and player id:s). The additions did nicely fit in the graphs and the analysis based on the originally recorded values did not change (only some finetuning for individual values). The algorithm only care about win or loose on bad games ( some data must be valid but cant tell from memory what exactly there are to many datacheck functions) The game-time is not used at the moment (bonuspool is already calculated) To get everything in the same new format click re-save games in Config-Menu. I have no idea what happens if its a tie, never thought about it oO But the value can only be 1 or 0. What you posted is correct. The "G" is just a marker for the new data format. The 9) ??? is the gametime in seconds. The timestamp is unix time = milisec past since 0:00 1.1.1970 All data is from the posttrigger ( after the game) Notice that the line-breaker is "\r\n". Independent of your system! The file is UTF-8 encoded. The new gameformt: (Sorry im to lazy i just copy paste the output code): + Show Spoiler + text += "G,"; text += gamedata.progversion + "," + gamedata.dbversion + ","; text += gamedata.time + "," + a.server + "," + a.mapname.toLowerCase() + ","; text += gamedata.id + "," + gamedata.season + "," + gamedata.gametime + "," + won + ","; text += a.bnetlink + "," + aok + ","; text += a.id + "," + a.league.toLowerCase() + "," + a.division_name.toLowerCase() + "," + a.race_main.toLowerCase()+ ","+ a.race.toLowerCase() + ","; text += a.game_wincount + "," + a.game_loosecount + "," + a.points + "," + a.bonus + "," + a.totalbonuspool + ","; text += a.adjusted_points + "," + a.change_points + ","; // int bok = 0; if (b.OKmmr) { bok = 1; } text +=b.bnetlink + "," + bok + "," ; text += b.id + "," + b.league.toLowerCase() + "," + b.division_name.toLowerCase() + "," + b.race_main.toLowerCase()+ ","+ b.race.toLowerCase() + ","; text += b.game_wincount + "," + b.game_loosecount + "," + b.points + "," + b.bonus + "," + b.totalbonuspool + ","; text += b.adjusted_points + "," + b.change_points + ","; // text += "\r\n"; | ||
korona
1098 Posts
August 16 2012 02:13 GMT
#1439
On August 16 2012 10:00 skeldark wrote: Show nested quote + On August 16 2012 09:49 korona wrote: Now as games.dat structure was mentioned couple of posts ago, I would like to know what does the 9th value in the new format (v.5.1->) mean? Also is there a value for tie games (1 = win, 0 = loss)? Here are the formats as I understood: Old format (<- v. 5.0): + Show Spoiler + 1) tool version, 2) db version, 3) long time in millis, 4) server, 5) result: win = 1 loss = 0, 6) map, 7) player data: ok = 1 bad = 0, 8) profile URL, 9) profile id, 10) league, 11) division name, 12) wins after, 13) losses after, 14) Points, 15) Unspend Bonuspool, 16) max bonuspool (master), 17) adjusted points, 18) point change without bonus, 19) player data: ok = 1 bad = 0, 20) profile URL, 21) profile id, 22) league, 23) division name, 24) wins after, 25) losses after, 26) Points, 27) Unspend Bonuspool, 28) max bonuspool (master), 29) Adjusted Points, 30) point change without bonus, 31) nothing, 32) user id in tool, 33) season New format (v 5.1->): + Show Spoiler + 1) G, 2) tool version, 3) db version, 4) long time in millis, 5) Server, 6) Map, 7) user id in tool, 8) season, 9) ???, 10) result: win = 1 loss = 0, 11) profile URL, 12) player data: ok = 1 bad = 0, 13) profile id, 14) league, 15) division name, 16) main race, 17) race, 18) wins after, 19) losses after, 20) Points, 21) Unspend Bonuspool, 22) max bonuspool (master), 23) Adjusted Points, 24) point change without bonus, 25) profile URL, 26) player data: ok = 1 bad = 0, 27) profile id, 28) league, 29) division name, 30) main race, 31) race, 32) wins after, 33) losses after, 34) Points, 35) Unspend Bonuspool, 36) max bonuspool (master), 37) Adjusted Points, 38) point change without bonus I tinkered with games.dat just couple of days ago. Out of curiosity I manually added some crash games that had not been logged in between as "bad games" (with correct time values, results (win-loss) and player id:s). The additions did nicely fit in the graphs and the analysis based on the originally recorded values did not change (only some finetuning for individual values). The algorithm only care about win or loose on bad games ( some data must be valid but cant tell from memory what exactly there are to many datacheck functions) The game-time is not used at the moment (bonuspool is already calculated) To get everything in the same new format click re-save games in Config-Menu. I have no idea what happens if its a tie, never thought about it oO But the value can only be 1 or 0. What you posted is correct. The "G" is just a marker for the new data format. The 9) ??? is the gametime in seconds. The timestamp is unix time = milisec past since 0:00 1.1.1970 All data is from the posttrigger ( after the game) Notice that the line-breaker is "\r\n". Independent of your system! The file is UTF-8 encoded. The new gameformt: (Sorry im to lazy i just copy paste the output code): + Show Spoiler + text += "G,"; text += gamedata.progversion + "," + gamedata.dbversion + ","; text += gamedata.time + "," + a.server + "," + a.mapname.toLowerCase() + ","; text += gamedata.id + "," + gamedata.season + "," + gamedata.gametime + "," + won + ","; text += a.bnetlink + "," + aok + ","; text += a.id + "," + a.league.toLowerCase() + "," + a.division_name.toLowerCase() + "," + a.race_main.toLowerCase()+ ","+ a.race.toLowerCase() + ","; text += a.game_wincount + "," + a.game_loosecount + "," + a.points + "," + a.bonus + "," + a.totalbonuspool + ","; text += a.adjusted_points + "," + a.change_points + ","; // int bok = 0; if (b.OKmmr) { bok = 1; } text +=b.bnetlink + "," + bok + "," ; text += b.id + "," + b.league.toLowerCase() + "," + b.division_name.toLowerCase() + "," + b.race_main.toLowerCase()+ ","+ b.race.toLowerCase() + ","; text += b.game_wincount + "," + b.game_loosecount + "," + b.points + "," + b.bonus + "," + b.totalbonuspool + ","; text += b.adjusted_points + "," + b.change_points + ","; // text += "\r\n"; Thanks! The field I had not understood was indeed: 9) Length of the game in 'Blizzard seconds' (game speed) Last tie game I had was on 2012-06-07 (the only tie game while using the tool. Tool version was 3.6.2 & db 7.2). That match was missing from the games.dat, but I found a its data from the log.txt. The post trigger had read my correct info from the web server (also had change_points: 0). But there had been some problem regarding reading the opponents info. His wins, loses, points, bonus & adjusted points had not been read/calculated (all -9999). His league & division had been read. The post trigger had decided: "ERROR Bad Game!" I can PM the log of that match, if needed. | ||
Malpractice.248
United States734 Posts
August 16 2012 04:07 GMT
#1440
On August 16 2012 07:34 skeldark wrote: BIG, BIG BUG! This season did not end in time. Over 720 bonuspool already and my tool thinks that 720 is maximum bonus pool because of an seasonend. So it goes into "season cap mode". All latest data is wrong because of this. I updated the database file ( its automatic updated when you start the program ) Should be ok now. Sorry for the mistake oO Thanks for pointing the wrong data out guys. Sorry i dont play much sc2 anymore and did not look in the data for some time,. or i would notice myself. So... i just loaded the mmr tool; and normally theres a "download new version" button, which there isnt atm... So maybe it installed automatically, as you said, however, im assuming its not retroactive? since I still have a drop of 46 pts vs someone who was above me >.> And as i look at it more, (about 2/3 the time) i lose to someone with higher MMR, i lose between 20-50 MMR... Sooooo idk. (However, if i BEAT someone with much higher MMR, I gain 0-5 MMR...) Also, since i hadnt played in like 3 seasons, it started me at 2k MMR exactly (i only did the 1 placement each season) and idk if thats accurate, but who knows. ha ha. Also just exported data, if that gives u my data, im not sure. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Dota 2 League of Legends Counter-Strike Heroes of the Storm Other Games summit1g7518 Grubby7044 FrodaN2535 fl0m1578 shahzam870 elazer599 B2W.Neo549 Dendi469 Skadoodle216 Trikslyr59 rubinoeu11 Organizations Other Games StarCraft 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • davetesta182 StarCraft: Brood War• printf ![]() • LUISG ![]() • tFFMrPink ![]() ![]() • RyuSc2 ![]() • Hupsaiya ![]() • Laughngamez YouTube • LaughNgamezSOOP • IndyKCrew ![]() • Kozan • Migwel ![]() • AfreecaTV YouTube • sooper7s • intothetv ![]() Dota 2 League of Legends Other Games |
Replay Cast
Sparkling Tuna Cup
WardiTV Invitational
Spirit vs SHIN
Clem vs SKillous
herO vs TBD
TBD vs GuMiho
AI Arena 2025 Tournament
Replay Cast
Clem vs Zoun
Replay Cast
SOOP
SKillous vs Spirit
Tenacious Turtle Tussle
The PondCast
Replay Cast
[ Show More ] Korean StarCraft League
[BSL 2025] Weekly
|
|