1 |
You get elo for winning and lose elo for losing. Nothing more. Also, the sum of elo lost/gained over all players in one game is 0, so the average elo stays constant. The elo lost/gained is the same for all players in a team.
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1 |
You get elo for winning and lose elo for losing. Nothing more. Also, the sum of elo lost/gained over all players in one game is 0, so the average elo stays constant. The elo lost/gained is the same for all players in a team.
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2 |
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2 |
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3 |
Elo
is
designed
in
such
a
way
that
a
certain
elo
difference
always
reflects
a
certain
win
chance
(
as
shown
by
!predict)
,
so
a
1800
player
has
the
same
chances
against
a
2000
elo
player
as
a
1600
against
a
1400
elo
player.
The
bigger
the
elo
difference,
the
more
elo
is
exchanged
(
the
system
is
designed
to
be
self-correcting)
.
|
3 |
Elo
is
designed
in
such
a
way
that
a
certain
elo
difference
always
reflects
a
certain
win
chance
(
as
shown
by
!predict)
,
so
a
1800
player
has
the
same
chances
against
a
2000
elo
player
as
a
1400
against
a
1600
elo
player.
The
bigger
the
elo
difference,
the
more
elo
is
exchanged
(
the
system
is
designed
to
be
self-correcting)
.
|
4 |
Also, the more games you played the more stabilized your elo will be (read: you won't gain/lose as much elo per game).
|
4 |
Also, the more games you played the more stabilized your elo will be (read: you won't gain/lose as much elo per game).
|
5 |
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|
5 |
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|
6 |
Only the devs know finer details of elo calculation, this is all i found out from observation.
|
6 |
Only the devs know finer details of elo calculation, this is all i found out from observation.
|