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Matchup Win Rates by Game Length - Page 2

Forum Index > SC2 General
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DeathSoror
Profile Joined March 2010
United States122 Posts
July 27 2014 22:49 GMT
#21
On July 28 2014 07:09 KingAlphard wrote:
Looking at the graph you can see that it changes too much between 1 minute intervals. That's because there aren't enough data.

The most reliable part is probably the early game where you can see which race has the better all ins.
PvT = Protoss obviously
TvZ = Terran at <5 minutes (11-11) then Zerg
PvZ = Zerg (early pools)


IMO you should use bigger intervals where you have less data. For example instead of 26-27 , 27-28 minutes get 25-30, then maybe 30-40, etc.


Agreed. If you want to see bigger buckets, they're actually already on Spawning Tool

PvT
PvZ
TvZ

I made this particular graph because of a request from another member of the community.

Any thoughts out of that data? The trends there are particularly dramatic, I think.
Spawningtoolhttp://spawningtool.com - browse replays by players, maps, build orders, and upload your replays to see build orders
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 27 2014 22:53 GMT
#22
This is pretty awesome. Shows pretty much where all my losses happen. Not surprised.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
July 27 2014 23:08 GMT
#23
On July 28 2014 07:49 DeathSoror wrote:
Show nested quote +
On July 28 2014 07:09 KingAlphard wrote:
Looking at the graph you can see that it changes too much between 1 minute intervals. That's because there aren't enough data.

The most reliable part is probably the early game where you can see which race has the better all ins.
PvT = Protoss obviously
TvZ = Terran at <5 minutes (11-11) then Zerg
PvZ = Zerg (early pools)


IMO you should use bigger intervals where you have less data. For example instead of 26-27 , 27-28 minutes get 25-30, then maybe 30-40, etc.


Agreed. If you want to see bigger buckets, they're actually already on Spawning Tool

PvT
PvZ
TvZ

I made this particular graph because of a request from another member of the community.

Any thoughts out of that data? The trends there are particularly dramatic, I think.


I don't know about TvZ but the winrates in protoss matchups seem pretty accurate. For example the PvZ one clearly shows the strength of protoss 2 base all ins (64% winrate between 8-12 minutes)
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
Last Edited: 2014-07-28 00:07:13
July 27 2014 23:56 GMT
#24
Interesting. Thanks.

Using 60% for the threshold for "very strong,"

P is very strong vs T: <10.5 mins (toss allins and doomed terran trickiness), and for blips >20 mins (tech related timings and max-outs?)
P is very strong vs Z: 9-12 mins, typical allin timings

T is very strong vs P: never ??
T is very strong vs Z: <5 mins (rax allins) and for blips >20 mins (when zerg loses his broods from no ground support?)

Z is very strong vs T: 6 mins (failed rax allins), 7.6-10 mins (zerg allins), and then never again
Z is very strong vs P: <7.5 mins (failed cannon rushes?), mostly and 2 later blips

......................

Sort what we all know. 3 comments:

No wonder people hate protoss: they excel in the allin phase, and then are very competent in the lategame. Gives the impression that they combine trickiness, cheese and potential power which "appears" OP.

No wonder terrans complain: The only time terrans really seem to shine is with cheesy barracks pressure against zergs. The early game is extremely hazardous and defensive. Whats most surprising is how small the terran midgame advantage actually is in terms of numbers, compared to how strong the other races can be in certain game phases. Its longer than it is large. I think the intention of recent patches is to give terran a bigger midgame advantage, so they can be "very strong" somewhere besides <5 mins.

In midgame-length macro games, no race seems to be extremely advantaged, though a bunch of timings seem to pop up. Again, I think the patches are intended to sort of give terran the advantage in the midgame macro games which is interesting. To get a big edge, it seems like we should allin more with Z and P, and probably cannon rush less (unless you're weedamins)! Incidentally, they say the Korean server is way cheesier than ours. They must have figured this out years ago!
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 28 2014 00:01 GMT
#25
Is there a way to check population sizes per race in this data?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 28 2014 00:19 GMT
#26
Would be cool if you draw a thick line at 50% and a thin line at every other 10%.
DeathSoror
Profile Joined March 2010
United States122 Posts
July 28 2014 00:19 GMT
#27
On July 28 2014 09:01 pure.Wasted wrote:
Is there a way to check population sizes per race in this data?


I posted on reddit a few months ago about win rates based on supply difference. The original post is here. The specific graphs are at

http://i.imgur.com/IvlqqIG.jpg
http://i.imgur.com/J27UQTg.jpg

Is that what you were looking for? If not, can you maybe explain a bit more about what you were thinking of?
Spawningtoolhttp://spawningtool.com - browse replays by players, maps, build orders, and upload your replays to see build orders
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 28 2014 00:22 GMT
#28
On July 28 2014 09:19 DeathSoror wrote:
Show nested quote +
On July 28 2014 09:01 pure.Wasted wrote:
Is there a way to check population sizes per race in this data?


I posted on reddit a few months ago about win rates based on supply difference. The original post is here. The specific graphs are at

http://i.imgur.com/IvlqqIG.jpg
http://i.imgur.com/J27UQTg.jpg

Is that what you were looking for? If not, can you maybe explain a bit more about what you were thinking of?


My apologies, didn't realize there was room for misinterpretation! What I meant was how many players there are per race in this data. Because if it's not approximately 33-33-33, then this throws a pretty huge wrench into balance/design assessments.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Nebuchad
Profile Blog Joined December 2012
Switzerland12502 Posts
July 28 2014 00:31 GMT
#29
You can tell there aren't enough games in this statistic because of how sharp some of the turns are (is it really this big a change to be at 28min or 29min in TvZ? Doubtful). Still it's a valuable effort, if there was a way to add a lot more matches to it the result would be interesting (or at least, even more than it is now)
No will to live, no wish to die
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 28 2014 00:35 GMT
#30
My speculations:

[image loading]
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
DeathSoror
Profile Joined March 2010
United States122 Posts
July 28 2014 01:24 GMT
#31
On July 28 2014 09:22 pure.Wasted wrote:
Show nested quote +
On July 28 2014 09:19 DeathSoror wrote:
On July 28 2014 09:01 pure.Wasted wrote:
Is there a way to check population sizes per race in this data?


I posted on reddit a few months ago about win rates based on supply difference. The original post is here. The specific graphs are at

http://i.imgur.com/IvlqqIG.jpg
http://i.imgur.com/J27UQTg.jpg

Is that what you were looking for? If not, can you maybe explain a bit more about what you were thinking of?


My apologies, didn't realize there was room for misinterpretation! What I meant was how many players there are per race in this data. Because if it's not approximately 33-33-33, then this throws a pretty huge wrench into balance/design assessments.


Oh, got it. My bad: I was totally thinking about this in the wrong context.

That's a hard question to answer because of the prevalence of smurf accounts and multi-region accounts. I try to normalize for htat, but one can't be sure.

The best guess I have is 110 Protoss, 78 Terran, and 104 Zerg. Worth noting that even amongst them, there's huge variation in the number of games they have each played. I'm guessing that actually represents each race's prevalence in top-tier competitions?
Spawningtoolhttp://spawningtool.com - browse replays by players, maps, build orders, and upload your replays to see build orders
Depom
Profile Joined April 2013
Sweden3 Posts
July 28 2014 02:15 GMT
#32
Using the data from the reddit post, I made some graphs about when different races win, if they win.

This doesn't really say anything about balance, but it's rather interesting (to me, at least) to see at what points in the game the different races are (or were, the data covers a fair bit of time) strong or weak.

Imgur album
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2014-07-28 02:34:05
July 28 2014 02:21 GMT
#33
On July 28 2014 06:36 Terranist wrote:
Show nested quote +
On July 28 2014 06:17 SatedSC2 wrote:
Glad it's not just me who finds that PvT mid-game difficult T_T


in all fairness protoss does have an 80% winrate at 8 minutes in PvT.


That isn't what it says. It says if the game ends at 8 minutes, there is an 80% chance the Protoss won. Let's say a Dark Templar rush has a 20% chance to outright kill Terran at 8 minutes, and it is the only build that ends the game around that time. Well, then Protoss is going to have a great showing at 8 minutes, because if the game happens to end then, it is likely Protoss won with DT rush. But the other 80% of the time when Terran holds the all-in and the game goes longer, well then Terran wins at X time (which in turn, skews Terran win rates at X time).

So this statistic is actually useless and misleading. Opening with a 6 pool probably has a terrible winrate vs Terran, but if the game ends at 5 minutes, Zerg probably won with it, unless it went completely terribly and Zerg can't transition and quit (hence the win rate is ~60% at that time). But if the Zerg stays a bit longer after failing with the 6 pool and plays from behind... then the Terran gets the win at some other minute mark.

To make this statistic significant, we need to know what the players were doing... this thread should be closed to avoid spreading misinformation regarding balance.

[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 28 2014 02:28 GMT
#34
I think this would be nice side-by-side with a number of victories over time chart for each race in each non-mirror matchup. So you could see if Terran has X wins at the 5 minute mark, and then Y wins at the 10 minute mark, it would reveal more about the volume of games played/won at each time.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
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