Hearthstone Math: Win Rates and Tournaments. How to calculate your win percentage How to calculate your win percentage

Participation in World Of Tanks tank battles is exciting, plunging you headlong into the atmosphere of heated battles. Over time, questions begin to arise:

  • How do I know how well I'm playing?
  • What numbers can tell about my achievements?

Then the time comes and the player learns about the existence efficiency statistics, simultaneously studying formulas and ways to improve it.

How to find out efficiency in World of Tanks

You need to enter your game nickname in the form below and the efficiency calculator will calculate everything for you!

Player statistics
DescriptionMeaning
Number of fights:
Number of tanks:
Destroyed during the battle:0
Damage per battle:0
Discovered during the battle:0
Base defense points per battle:0
Base capture points per battle:0
Average tank level:0
Win percentage:0
Efficiency Rating:0


Formula used when calculating efficiency

When calculating efficiency, the Efficiency Rating formula is used, because it is one of the most popular:
Where:
  • R is efficiency and it depends on six player parameters:
  • K – average number of tanks destroyed;
  • L – average level of the player’s tank;
  • D dmg – average damage dealt;
  • S – average number of detected tanks;
  • D def – average number of base defense points;
  • C – average number of base capture points.

How it works?

User efficiency is remembered. Thus, you can monitor the dynamics of changes in the Efficiency Rating (ER). In order to see changes in RE, you need to play several battles and re-enter your nickname.

Change the efficiency plus or minus. The countdown starts from the last OM check:

It is also possible to view the entire history of changes in efficiency in the form of a graph:



Helpful information


Count it yourself? Well, I do not!


Calculate every time, add new data to the formula? - This is not required. In order to determine your efficiency, you need to enter your game nickname in the form (above), start the data download process and wait for the result. There they will explain to you in detail what and how you need to do to increase the value of this indicator. There are honest and not so honest ways. Although open cheating is punishable by a (permanent) ban.
There are many varieties of this program. World of tanks efficiency calculator can show not only your coefficient, but also calculate how many fights are left until the required percentage of wins. And not victorious battles, but games in the style inherent to you.

A look into the future or a funny named device.


You always want to predict what the fight will be like. Who will be your opponent - a seasoned tank ace or a “green” player with stock equipment. To do this, you need to install a special mod “”, with which you can find out the efficiency without leaving the battle.

For those who have already played, the name “deer meter” speaks for itself. It should be explained to the uninitiated that in the game, “deer” are players who do not shine with success. At the very beginning, when the loading table appears, several numbers appear next to each player. They show: the percentage of victories, the value of efficiency, the total number of battles fought. During the download, you can choose potential “victims” for yourself, and remember who you want to stay away from. General data on the chances of winning are also given based on the analysis of the players and comparison of the equipment participating in the battle.

Don't get hung up on numbers

I would like to immediately note that these indicators are relative. World of tanks player efficiency may be artificially high. Or vice versa, it does not reflect the player’s real fighting qualities. How can it be? You can improve your coefficient well and bring zero benefit to the team (break into the enemy’s “rep”, “light up” everyone and die courageously). The allies did not have time to do anything at this time. The “heavies” had just begun to move into position, and the “art” had not even “reduced” to this square. The situation is the other way around. Huge benefit for the team in battle. He shot down the enemy's harp, restrained the advance of an entire group, preventing the enemy from deploying his battle formation. Transmitted the coordinates of the self-propelled guns. Based on the results of the battle - low efficiency.

Chance to Win

It happens that a team that has no chance of winning (data from the “deer meter”) wins in a matter of minutes. Sometimes the low numbers of the opposing team's players have a relaxing effect. Everyone understands that victory is in your pocket. And they successfully lose.

How to increase efficiency?

Why not use some tricks to your advantage to raise your score and scare others with high numbers.

Increasing factors

The points of shooting down and capturing a base greatly increase the efficiency rating. This means that this must be used in combat. Moreover, if you embark on a capture on a heavy tank of level 8 or higher, this will greatly improve your efficiency.

Reducing factors

It is not recommended to use artillery:
  • No capture or shoot down points;
  • Not very high damage numbers;
  • Low level of technology.

Combat options to improve efficiency

  1. Act according to the principle “Our shooter managed to get everywhere.” Rush, help your own, kill strangers, inflict maximum damage. Significant efficiency figure, lots of fun.
  2. Modestly “squeeze sideways” to the enemy’s base and stand for capture. As a result we get a large number of efficiency, a well-played game and victory over the enemy. But provided that you survived and almost single-handedly captured someone else's base.

Despite our mood after a bad RNG, deep down we all know Hearthstone is a game of skill. In this article we will look at how to use mathematics to win tournaments. After we have created winning goals in percentage, we felt comfortable that we could explore how to build decks tailored to our goals.

Obviously we want to win as many games as possible, but being too ambitious when creating a strategy or deck will lead to failure due to the design of existing cards in Hearthstone. For example, it is impossible to have more than a 90% win rate when every opponent is playing Ragnaros. Before we continue, it should be noted that win rates are largely depend on the skill of our opponents. If someone was bragging about their 70% win rate at rank 15, then that doesn't compare to a 55% win rate at rank 5.

It's also very different to play against people competing for rank 1 compared to random people in legend. Thus, winning percentage is not the only factor that determines skill in Hearthstone, but still a useful metric to analyze when developing strategies and measuring our skill level.

Win Rate Study

If we look at win percentage players on the ladder, we'll see some consistently reach legend, some consistently place in the top 10, and some only achieve it once. For tournaments we see a similar trend when a few select players always take high places. Of course, there is still some bias in the available data. It is difficult to determine who the best player is due to the invitation system in tournaments Hearthstone. But this doesn't change the fact that some invited players tend to rise to the top.

The first person that comes to mind is Strifecro who reached 67,8% percentage of victories, in matches as of March 2 to GosuGamers(Note that the statistics are based on games in the Best of 3 format, not individual games.) The interesting thing is that Strifecro wins from the first tournaments Hearthstone, and this is an amazing feat. What's also impressive is that these tournaments featured matches against some of the best players in the world.

A 67.8% win percentage seems very high, but in fact it is 58.9% for each game. This is one of the reasons why the series - This The best way find out who is the strongest player, because it increases the reliability of the results. Let's analyze the win rate in the Best of 5 system and individual games.

The table below shows all the possible outcomes in a "Best of 5", obviously there is a high probability of a 3-2 outcome rather than a 3-0 outcome if we assume we have win percentage 50%. So, if we have a 60% win rate in individual games, that would compare to a 68% win rate in Best of 5. The calculations were carried out using a selection tree.

To begin with, let's calculate the possibility of a result of 3-1 at 60%, 0.6 ^ 3 * 0.4 ^ 1 * 3 = 25.92%, where 0.6 is the percentage of wins, 3 is the number of wins, 0.4 is the percentage defeats, 1 is the number of defeats and 3 is the number of scenarios in which a 3-1 result occurs. If we do this calculation for each winning result, we get a 68.26% win rate in Best of 5 while only having a 60% win rate for each game.

Looking back on Strifecro, we see that with a 58.87% win rate in individual games, he has a win percentage of 67.83%, which is pretty close to the theoretical values. In ranked play, the top players have a win rate of around 65%, which is slightly higher than 59%. This is explained by the level of opponents in the ladder is lower than in tournaments. So when someone boasts an 80% win rate, take it with a grain of salt because they are most likely playing against bad opponents based on a small sample of games.

Open tournaments

Next, we can look at the chances of winning or prize-winning places in tournaments. For the Cup Viagame House No. 2 out of 338 participants, the top 4 qualified. Assuming we didn't get an auto win in Round 1, then we would have to win 7 games to qualify. The table below assumes a 60% win rate per game, resulting in a 6.90% chance of passing.

However, if we raise our win rate to 65%, the chance rises to 15.31%. It's obvious that chance to win the tournament is very sensitive to the win rate of each game, and it's no wonder why people talk about the difference between 63% and 62% of players.

It also shows how difficult it is to perform well in open tournaments. While there is usually at least one pro player who makes it out of these qualifiers, it's worth noting that many pros don't actually deserve it.

Number of rounds Number of participants %Win Bo3 %Win Bo5 %Win Bo7
1 2 64.80 68.26 71.02
2 4 41.99 46.59 50.44
3 8 27.21 31.80 35.82
4 16 17.63 21.71 25.44
5 32 11.43 14.82 18.07
6 64 7.40 10.11 12.83
7 128 4.80 6.90 9.11
8 256 3.11 4.71 6.47
9 512 2.01 3.22 4.60
10 1024 1.31 2.19 3.26

Conclusion

Victory in Hearthstone is the most important indicator if you are results-oriented. This analysis can be used either for illustrative purposes or to inform strategies. It is designed to serve as a guide. Some may be content with a 4% chance of winning the tournament, while others would like 15%, and we would change our decks so as to optimize the chance to 57% and 65% game win rate for Best of 7 respectively.

World of Tanks win rate: Wargaming conspiracy, either.

Creator: VseSlava

Having completed about 31,000 battles in World of Tanks over two and a half years, I organized my own conclusion about one of the most controversial topics in the game, which I will try to convey to you.

So: I am sure that the Wargaming conspiracy does not exist. Doesn't exist at all - from the word completely.

A player's winning percentage is influenced by two things: psychology and mathematics. There are no others.

Factor number one: PSYCHOLOGY.

The game of all players is influenced only by psychology, or more correctly, by the emotional state of each specific player in each specific battle. Let me explain.

The entire audience of players can be conditionally divided into two groups: the so-called shkolota (I’m not trying to offend anyone, I’m not investing negative essence- a common term) and fathers of families.

1. The first few are people from. years (I also met 6-year-olds) up to 18-22 years old. I draw conclusions about observations of this group using the example of the play of my own 12-year-old friends and son. They are not interested in the winning percentage as such. They have heard about it, and they observe it from time to time - but, in non-specialized matters, they don’t give a damn about it. They have a specific small goal - to get to the Y tank. kill the Z car. install a new gun. They enter battle only to gain experience - and it doesn’t matter how much.

They are not interested in the strategic outcome, they do not count on a couple of steps forward - THEY NEED THIS TANK ASAP! The main thing is that they will definitely take it - that’s it! They don’t have the psychology of a winner—they have the psychology of a recipient.

Moreover, they are ready to take it at any cost. If you try to explain to them that playing to win will bring more, they know, and they themselves are ready to give examples from their own practice of successful battles - but. I’ll go ride a tank and gain experience. That's it! It’s not their problem—it’s the problem of us, the elders, that we have lost a generation: the psychology of winning fighters has been replaced by the psychology of user-consumers.

They just want the final product (at the same time, without setting grandiose goals for themselves, the immediate result is enough for them), and do not remember the effectiveness of the spent hardening/time/etc. But this is too deep a question, and it is not here to discuss it.

2. The second one is somewhat more complicated. People over 20 years old. Imagine that someone comes home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he was tired.

Easy, physically tired. He wants to relax - and he found his own version of relaxation in the game. I disconnected from the world and went into the hangar. He does not forget about the goal that he set for himself seven days/month/year earlier. He values ​​his own strength and time - but he is tired! Or drunk (which does not exclude fatigue). Or he had a fight with his wife and takes out his irritation here. Or too relaxed after the end of a stormy date.

Or. yes, a million of them! All this in one way or another affects his physiological state - reaction, speed of thinking, perception of colors on the screen, speed of making answers in the game, etc.

And now this hellish mixture spills out into the vastness of the random area. Someone is hunting for a specific tank (because the target is Specialist); someone is gaining experience on a device that they are not passionate about; someone gave their girlfriend/brother/neighbor/mother-in-law a ride; someone is talking on the phone; someone is irritated beyond measure, and someone is completely joyful. there are a billion options! But don’t forget - everyone is in their own, personal, psychophysical state.

Everyone has different goals in this fight—and usually those goals are in direct conflict with each other.

And what do you want in this mess? This is simpler in the Civil Code: everyone has one, unspecialized goal. In addition, people are familiar - and it is possible to guess with a huge degree of confidence which of the clan members will behave how they behave. And the very preparation for the battle at the main battle forces everyone to tune in, if not to one, then to a pair of parallel feelings.

None of this will happen in random.

There is only one conclusion from all this: the team that has more people with similar feelings will win. And the balance of equipment has nothing to do with it - at the moment this parameter in the game is configured, in a non-specialized way, quite competently, and teams are selected approximately equal in terms of performance characteristics.

(Obviously, the age limits are given purely conditionally - it is unrealistic to find out them completely and absolutely correctly. As well as the division of players into two groups was made only in the interests of this article, to clarify the idea).

Section 2: MATHEMATICS.

There is a strong belief in the game that it all comes down to an average of 49% wins, the same number of losses, and 2% draws. This conclusion is supported by

including by the developers (or organized by them - the essence is not fundamentally important here), is generally accepted, therefore we will accept the numbers as truth.

All players studied (or are studying) at school, which means that anyone can understand and double-check the calculations.

At the initial stage of one’s own presence in the game, a person, by definition, does not have the opportunity to play well (it goes without saying that all sorts of unique ones are seen, but their number is insignificant). (I personally consider the first stage to be 4-4.5 thousand battles. Around this time, he acquires the first “top” and begins to understand at least something in the game). There are a lot of explanations for this - lack of knowledge of maps, tactics, performance characteristics, lack of experience in quickly responding to situations in battle, etc.

As a result, his thoughts are focused on getting the coveted IS-7, and the statistics worry him little - he is in a hurry to quickly get up from the battle and go to a new one. Based on all the above figures, we get the following picture:

Battles - 4500

Wins (49%) – 2205

Draws (2%) – 90

Losses (49%) – 2205

Here he thought about his own statistics, and decided to raise them. From the point of view of players, a person with a 53% win rate or higher is considered good. With 2% draws, his losses will be 45%.

Interest is a good thing, but let's calculate it in irrelevant figures. If he immediately reached the 53% win rate, the picture would look like this:

Battles - 4500

Wins (53%) – 2385

Draws (2%) – 90

Losses (49%) – 2205

Difference – Wins +180 (8.16%), Draws 0, Losses (45%) -180 (8.16%)

But in this case there is one more figure in full expression: the difference between defeats and victories. In the example given, it will be 2385 – 2025 = 360 battles. If the player maintains this difference, then by 10,000 completed battles it will amount to a completely unpromising figure for him ((((10,000 - 10,000*2%) - 180)/2 + 180) / 10,000) = 49, 9% win rate.

This means that in order to achieve a result of 53% (in addition to 10,000 fights), he will need to reach a win/loss difference of 800 fights. In 5,500 future battles, he will have to win ((((5,500 – 5,500*2%)-800)/2) + 800) = 3,095 battles. Or 56.27% of upcoming contractions.

Over time, the player’s ability to play World of Tanks (i.e. “skill”) increases, even if he does not try to do so. He remembers the cards, gets used to one or another of his behavior and tank, studies successful moves, penetrated territories are memorized, etc. Some have more skill, some less, but they have it.

It’s like a muscle - you can pump it up in the gym with the help of hardware, or you can accompany your wife to the store every day and carry full bags; In both cases, the muscle tissue will be strengthened, the only question is the degree of its development.

But, as in the example with muscles, skill itself does not have the ability to grow in leaps and bounds. It just doesn’t happen like that – this is not the price of Gazprom’s securities on the stock exchange. The process is progressive, with a slight increase. But I really want to raise the numbers in the statistics... And what does the player do if thirst prevails?

He is looking for options, one of which is playing together with companies. Experience shows that this is a fairly effective method for increasing the percentage of wins (but in the realities of World of Tanks it is usually not associated with an increase in personal skill), as illustrated by the data in the information about the accounts of “extras”. (Here we will not touch on the topic of the so-called “twinks”, because the development process for a character initially starts with more favorable conditions in the form of great skill and existing gaming experience). The most fascinating thing is that when analyzing the circumstances of the success of increasing statistics in companies, we will come to the question of psychology, i.e. section 1.

It would seem - vicious circle? No, ladies and gentlemen - I would call it a closed set in which two equivalent factors organically complement each other: mathematics and psychology. And there is no conspiracy of Bloody Wargaming regarding the players - there is not a single objective circumstance that would force the company to do this.

And there is no mechanism that can be talented in a matter of seconds passing between pressing the “Battle!” button. and the beginning of the countdown, collect and analyze the psychophysiological state of hundreds of thousands of players ready for battle; but later it is also necessary to distribute them so that they are in disparity with each other, taking into account, along with this, the skill and balance of equipment... This is simply NOT needed for any Wargaming.

So calm down - all your statistics depend only on you and your actions in World of Tanks.

Good luck on the battlefields, tankers!

In World of Tanks, player statistics are very important for many tankers. This is not surprising; it is the competitive element that is paramount after leveling up most tanks. Our service will allow you to evaluate many indicators, from win rate to time spent in the game.

Why do we need statistics?

In any multiplayer game, everyone wants to be the best, and statistics allow you to see how the results of one tanker differ from another.

  • Using the XVM mod you can check your WoT stats right in the battle. And not only your own, but also your enemies, as well as your allies. As a result, the player more competently assesses the overall balance of power of the team, seeing how skilled the players are.
  • Advanced statistics services in WoT are a must-have tool for every recruiter looking for new players for his clan.
  • There is also clan statistics for communities in World of Tanks, thanks to which the entire clan is assessed.
  • Evaluating your achievements is quite pleasant to watch your indicators grow from day to day.

What does a stat consist of?

Before moving on to describing the various ratings and performance calculators in WoT, you should go through the fundamental data with the help of which these ratings are compiled.

  1. Win percentage- this is the main indicator demonstrating the success of a tanker on the battlefield. Since the probability of winning is 49.9%, the player's contribution to the battle and his ability to play can lead to victory. Thus, skilled tankers can boast statistics of 51% and higher.
  2. Damage per battle- the efficiency rating in WoT also includes this data, which objectively shows the contribution to the battle. But keep in mind that this indicator is completely optional for light tanks, whose task is to detect the enemy. But for tank destroyers and tank destroyers, damage per battle is a critically important indicator.
  3. Survival- controversial data, since until the moment of his death the player can inflict a huge amount of damage and destroy many enemies. But still, survival perfectly shows the tanker’s tendency to go on a suicidal attack. If you are a fan of LT, then survival is a very important indicator, along with enemies detected during the battle.
  4. Accuracy (percentage of hits)- Efficiency includes information about the percentage of hits. It is critical to have good accuracy on art, secondarily on other classes.
  5. Kill/kill ratio- 30 vehicles collide in battle, 15 on each side. One destroyed tank is already a full-fledged contribution to achieving victory; everything that was done above indicates the effectiveness of the tanker, so a ratio equal to, for example, 1.50 is a good indicator.
  6. Average level of battles- shows at what levels the player most often fights.

This is not all the information available in our service; only the most important data is described.

Main types of ratings

Since there is a lot of input data for statistics, they can be interpreted slightly differently. However, despite the large number of different systems for measuring skill, all of them, in principle, one way or another converge in their evaluation gradations. In other words, a good player according to RE will be good in WN8.

There are three main ratings presented on our website.

Personal rating (according to Wargaming)

  • win percentage;
  • experience and damage per battle (average);
  • survival;
  • total number of battles;
  • light damage and assistance to allies (when a player knocks down an enemy’s track and his allies finish him off).

Players with a large number of battles experience the most difficulty in raising this efficiency rating in World of Tanks. To increase your PR, you need to damage enemies as much as possible, thus gaining experience. Light tanks will not be left out either, because their rating will increase thanks to their light damage.

RE (efficiency rating)

It consists of the following data:

  • Average damage.
  • Points for shooting down and capturing a base.
  • Number of illuminated enemies.
  • Frags (destroyed tanks).

To make the statistics calculator in WoT happy with positive emotions, we recommend increasing your rating in several ways at once.

Increasing the win percentage - if things are not going too well in random, you can go to companies or team battles, where if you have a good commander you can maintain an excellent win rate. But in companies only the percentage of victories increases; to increase the average damage you should play on a high-level vehicle. At the tenth levels you can not only deal more damage, but also gain many times more experience than, for example, at the fifth or sixth levels. As a result, efficiency in WoT will increase, and with it RE.

WN8

Advanced statistics in WoT continues to be improved and the new WN8 efficiency calculator is the next iteration after WN7. Unlike the previous calculator, in WN8 damage is valued more than frags, as it was in WN7.

In addition, WN8 cannot be called a full-fledged formula, it is rather a skill calculation system, since it uses a huge database with information about all tankers and their successes on a particular vehicle. For each tank in WN8, so-called “reference values” or ideal indicators are used, and the closer (or higher) you are to these ideals, the better your rating will be in this system.

For rapid promotion efficiency coefficient in WoT, we recommend playing on those vehicles that work best, because the more effective the battle is, the more damage the tanker will have. And since damage is one of the main indicators of WN8, the numbers will grow. But keep in mind that WN8 calculates damage differently on each tank. For example, when playing on some kind of imba, for example, FV215b (183), it will be more difficult to increase the rating than when playing on the same IS-7, because the standard damage on a tank destroyer is greater than on a tank destroyer.

  • Article on the topic: how RE differs from WN8 and the formulas for these ratings.

What should you pay attention to in statistics?

The first thing you need to pay attention to is three different ratings that objectively show the success of a tanker. This is RE, WN8, and also a rating from Wargaming.

Winrate- the holy of holies of almost every player. If the winrate is above 50%, this means that the tanker is beneficial to the team.

The third important indicator is damage per battle. Most tankers prefer damage-dealing classes, so you can evaluate the tanker and his average effectiveness.

Average level of battles- if a player has an average level of five or, for example, sixth, then it immediately becomes clear that he doesn’t really like riding at levels ten. Thanks to this information, it is possible to evaluate applicants for joining the clan, which often fights in the Civil Code.

Two ratios - killed/killed and caused/received damage. For experienced tankers, this indicator will be higher than 1, because the player brings benefits in battle. If this indicator is lower, then it becomes clear that most often it is not the player who is dragging the battle, but the team is dragging the player. But if the account has the most battles on LT, the ratios will not objectively show the effectiveness of the tanker.

Features of advanced statistics on our website

Statistics will greet you with a window like this, in which you need to indicate your game nickname:

Select the desired nickname from the list:

The main statistics window will open, in which you can see three ratings, as well as other information, such as win rate, number of battles, damage received, etc. Thanks to this, you can evaluate the success of any player.

An interesting feature of our statistics is that you can see how much time was spent on all battles. The data is approximate; for the calculation, the average duration of the battle was taken (more than two million battles were taken into account).

Have you ever wondered how many times you've seen the timer click before a fight starts? In our statistics you can see how much time you spent clicking the timer. And yes, be careful, the truth is simply amazing, for example, on the demo account the countdown took almost five days. Incredibly high, right?

Another interesting feature is tracking progress over time. The progress of events is shown for four weeks, one week and one day. Thanks to this information, you can see whether the tanker is developing or whether his performance indicators have decreased.

Having spent about 31,000 battles in World of Tanks over two and a half years, I have formed my own opinion about one of the most controversial topics in the game, which I will try to convey to you.

So: I am sure that the Wargaming conspiracy does not exist. Doesn't exist at all - from the word "absolutely".

A player's winning percentage is influenced by two things: psychology and mathematics. There are simply no others.

Factor number one: PSYCHOLOGY.

The game of all players without exception is influenced solely by psychology, or more precisely, by the emotional state of each specific player in each specific battle. Let me explain.

The entire audience of players can be divided into two groups: the so-called “shkolota” (I’m not trying to offend anyone, I’m not trying to convey a negative meaning - I’m just using a common term) and “fathers of families.”

1. First group- these are people from ..... years old (I even met 6-year-olds) to 18-22 years old. I base my conclusions about observations of this group on the example of the play of my 12-year-old son and his friends. They are not interested in winning percentage as such. They have heard about him, they even sometimes look at him - but, in general, they don’t give a damn about him. They have a specific small goal - to get to Y tank....kill Z car.....install a new gun.... They enter the battle only to gain experience - and it doesn’t matter how much exactly. They are not interested in the strategic result, they do not count on a few steps forward - THEY NEED THAT TANK URGENTLY! The main thing is that sooner or later they will get it - that's it! They don't have the psychology of a winner - they have the psychology of a recipient. Moreover, they are ready to get it at any cost. If you try to explain to them that playing to win will bring more, they understand, they themselves are even ready to give examples from their own practice of successful battles - but..... "I'll go ride a tank, gain experience"... That's it! This is not their problem - it is the problem of us, the elders, that we have missed a generation: the psychology of winning fighters has been replaced by the psychology of user-consumers. They just want the final product (without setting grandiose goals, the immediate result is enough for them), and do not think about the effectiveness of the effort/time/etc. But this is too deep a question to discuss here.

2. Second group- more complicated. People over 20 years old. Imagine that someone comes home from work. Tired. He has that winning mentality, he has strategic thinking - but he fought all day and he is tired. Just physically tired. He wants to relax - and he found his version of relaxation in the game. He disconnected from the world - and went into the hangar.... He remembers the goal that he set for himself a week/month/year ago. He values ​​his time and energy - but he is tired! Or drunk (which does not exclude fatigue). Or he had a fight with his wife and takes out his irritation here. Or too relaxed after a stormy date. Or... yes, a million such “or”! All this in one way or another affects his physiological state - reaction, speed of thinking, perception of colors on the screen, speed of decision-making in the game, etc.

And now this hellish mixture spills out into the vastness of the random area. Someone is hunting for a specific tank (because the goal is “Expert”); someone is gaining experience on a device that they are not passionate about; someone gave their girlfriend/brother/neighbor/mother-in-law a ride; someone is talking on the phone; someone is irritated beyond measure, and someone is absolutely happy.... there are a billion options! But don’t forget - everyone is in their own individual psychophysical state. Everyone has different goals in this fight - and often these goals directly contradict each other.

And what do you want in this mess? It’s easier on the Civil Code: everyone has one, common goal. In addition, people know each other - and it is possible to predict with a high degree of confidence which of the clan members will behave how they behave. And the very preparation for the battle at the main battle forces everyone to tune in, if not to one, then to several parallel emotions. None of this will happen in random.

There is only one conclusion from all this: the team with more people with similar emotions will win. And the balance of equipment has nothing to do with it - now this parameter in the game is configured, in general, quite competently, and teams are selected approximately equal in terms of performance characteristics.

(Of course, the age limits are given purely conditionally - it is impossible to determine them absolutely precisely. As well as the division of players into two groups was made only in the interests of this article, to clarify the idea).

Section 2: MATHEMATICS.

There is a strong belief in the game that it all comes down to an average of 49% wins, the same number of losses, and 2% draws. This opinion is supported, among other things, by the developers (or formed by them - it doesn’t matter here) and is generally accepted, so let’s take the numbers as truth.

All the players studied (or are studying) at school, therefore, anyone can understand and double-check the calculations.

At the first stage of his presence in the game, a person, by definition, cannot play well (of course, there are all sorts of unique ones, but their number is insignificant). (I personally consider the first stage to be 4-4.5 thousand battles. Around this time, he acquires the first “top” and begins to understand at least something about the game). There are a lot of explanations for this - lack of knowledge of maps, tactics, technical characteristics, lack of experience in reacting with lightning speed to situations in battle, etc. In the end, his thoughts are focused on getting the coveted IS-7, and statistics worry him very little - he is in a hurry to jump out of the battle and go to a new one. Based on all the above figures, we get the following picture:

Fights - 4500
Victories (49%) - 2205
Draws (2%) - 90
Losses (49%) - 2205

Here he thought about his own statistics, and decided to raise them. From the point of view of players, a person with a 53% win rate or higher is considered good. With 2% draws, his losses will be 45%. Interest is a good thing, but let's calculate it in absolute numbers. If he immediately achieved a 53% win rate, the picture would look like this:

Fights - 4500
Victories (53%) - 2385
Draws (2%) - 90
Losses (49%) - 2205
Difference - Wins +180 (8.16%), Draws 0, Losses (45%) -180 (8.16%)

But in this case there is one more figure in absolute terms: the difference between victories and defeats. In the example given, it will be 2385 - 2025 = 360 battles. If the player maintains this difference, then by 10,000 battles conducted it will amount to a completely dismal figure for him ((((10,000 - 10,000*2%) - 180)/2 + 180) / 10,000) = 49.9% victories

Therefore, to achieve a result of 53% (including 10,000 fights), he will need to achieve a win/loss difference of 800 fights. For 5,500 upcoming battles, he will have to win ((((5,500 - 5,500*2%)-800)/2) + 800) = 3,095 battles. Or 56.27% of upcoming contractions.

Over time, the player’s ability to play World of Tanks (the so-called “skill”) grows, even if he does not strive for it. He remembers cards, gets used to a particular tank and its behavior, studies successful moves, penetration zones are memorized, etc. Some people have more skill, some less, but they have it. It's like a muscle - you can pump it up in the gym with the help of hardware, or you can accompany your wife to the store every day and carry full bags; In both cases, the muscle tissue will be strengthened, the only question is the degree of its development.

However, as in the example with muscles, skill itself cannot grow in leaps and bounds. It just doesn’t happen that way - this is not the price of Gazprom’s securities on the stock exchange. The process is progressive, with a slight increase. But I really want to raise the numbers in the statistics... And what does the player do if this desire prevails? Looking for options, one of which is playing together with companies. As practice shows, this is enough effective method to increase the percentage of victories (but in the realities of World of Tanks it is often not related to the growth of personal skill), which is illustrated by the data in the information about the accounts of “extras”. (Here we will not touch on the topic of the so-called “twinks”, since the process of developing such a character initially starts with more favorable conditions in the form of high skill and existing gaming experience). The most interesting thing is that when analyzing the reasons for the success of increasing statistics in companies, we will come to the issue of psychology, i.e. section 1.

It would seem like a vicious circle? No, ladies and gentlemen - I would call it a closed system in which two equivalent factors organically complement each other: mathematics and psychology. And there is no Bloody Wargaming conspiracy regarding players - there is not one objective reason, which would force the company to do so. And there is no mechanism that can, in a matter of seconds passing between pressing the “Battle!” and the beginning of the countdown, collect and analyze the psychophysiological state of hundreds of thousands of players ready for battle; but then you also need to distribute them so that they are in conflict with each other, taking into account the skill and balance of equipment... This is simply NOT needed for any Wargaming.

So calm down - all your statistics depend solely on you and your actions in World of Tanks.

Good luck on the battlefields, tankers!