What is wn8 and re in wot. How is RE different from WN8? Efficiency WOT what is it?

WN8 is the latest iteration of the WN* (WNx) project from Praetor77.
WN8 aims to measure observable contribution in battles, by account, and hopefully infers some information about the latent variable of "skill". The WN8 should not be considered a definitive and unrevisable assessment of proficiency. It is intended to be considered in conjunction with win percentage (WPR), number of battles, average skill level and is never a substitute for assessing personal statistics, team play skills or watching replays. The reason for this is that the WN8 calculation does not take into account parameters such as combat time, target selection priority, team play and decision-making abilities.

Why WN8?

As with all previous rankings, WN7 had some flaws and limitations. Some of them were known at the time of WN7's release, others were discovered and made public shortly after. Below are the main ones, in order of importance, according to the WN* team:
Rating by damage/level ratio- namely, that the level changes linearly from 1 to 10, and the damage values ​​grow non-linearly. In addition, the ability to deal damage is not the same for all tanks of the same level (compare, for example, T40 and A-20 or ARL V39 and M18).
Estimated by ratio destroyed/level - inexperienced players play at low levels, and thus it is easier to destroy tanks at level 1 than at level 10, assuming equal player skill above a certain threshold.
Level 1-10 problem- arises in WN7 in connection with two points already discussed. Precambrian explained this very well in his post, which, although somewhat outdated, conveys the essence of the problem very well, with a small, understandable example. Below is this message.

precambrian:
What complicates the assessment is the fact that it is easier to increase statistics at lower levels than at higher levels, since at low levels, the average skill level of new players is extremely low, and the damage of low-level guns, in relation to the durability of tanks, allows experienced players can destroy their inexperienced colleagues without any difficulty. This phenomenon is perfectly illustrated by tier 1 autocannons, which can destroy a tier opponent before a newbie can turn the turret and fire back. This kind of destructive potential allows players with relatively low skill to get by with very few fights per level and inflates their statistics. WN7 attempted to account for this with a penalty for low levels; However, it can be easily avoided by simply alternating fights at higher levels with fights at lower levels. Consider the following example:

Result

Damage dealt

Damage received

Destroyed

Discovered

Capture Points

Defense Points

Defeat

If you take the average of the individual WN7 values ​​of the games listed, you get a value of 2578. However, if you calculate the WN7 for these games together, you get 3260 WN7! There are several reasons for this. One is due to the non-linear nature of the change in hit points across levels - a level 8 tank does not have 8 times more health points than a level 1 tank, and thus it is much easier to deal damage in level 8 battles. On the contrary, it is very easy to destroy tanks at level 1. Ultimately, the average level of fights decreases significantly less than the average damage dealt, causing a huge skew in the WN7 calculation!
Now let's look at what happens if I take the average stats of Tier 8 tanks, not counting the game on T1 Cunningham. The result will be 2960 WN7. So while T1 Cunningham's WN7 looked at separately was under 1600, it inflates the stat EXTREMELY when included in the overall calculation!
Obviously the sample size is insufficient, but you get the idea.

Artillery and light tanks- finally, tanks of these classes have statistics significantly different from those of their same-level counterparts. If the TT/ST/PT indicators are approximately comparable, then the 8th level LT does not cause damage or destroy as many tanks as ISU-152/IS-3/T69/AMX 50 100. Artillery should not highlight enemies (and, therefore, the number of detected tanks should be a little lower) and damage values ​​can be very high at some levels, in particular before they were rebalanced in patch 0.8.6 (they are now lower due to the DPM change)!

Distinctive features of WN8
Damage/level vs. tank ratings

When calculating WN1-7 and the Efficiency v1 and v2 rating (hereinafter referred to as Eff), statistics provided by Wargaming(c) via the Web API were used. Different weights were applied to each value in an attempt to derive a meaningful overall rating value. However, the problems listed above remain for any rating that uses a damage/level rating for calculation. There is no way to get around the problem that damage dealt or number of vehicles destroyed cannot be assessed equally at the same level.
So in WN8 we adopted a completely different method. We are not the first to use this method. Mr. Noobmeter's Performance Rating (PR) has used the per-tank rating since its inception. PR was initially received with skepticism because the formula for calculating it was unknown. Mr. Noobmeter published it a few months ago and explained the principle of its calculation. Per-tank rating is significantly more difficult to develop (requires good data) and applied (requires much more processing power), but allows for per-tank results to be factored into account stats that damage/level ratings cannot account for. So WN8 becomes a tank rating instead of a damage/level rating. This is why you will not see the average tank level in the final equation, since this information was taken into account at earlier stages. So some of the information contained in WN8 now includes both the tanks the player has selected and the number of battles played on the account.

Scale

One of the first things the reader will notice is that the WN8 scale is different from the scale introduced by Eff and adapted for WN1-7. The reasons for the scale change are due to some decisions made during the development of WN8. You can see the technical side and rationale in the Basic Principles section. But the simplest explanation is that the Eff scale did not differentiate enough between players of different abilities. The upper and lower limits of the scale have been compressed. On the graph you can see the WN8 scale, with the WN7 and PR scale superimposed on it.

The result of this change in scale is that the values ​​of WN7 are not really comparable to WN8, even though they are both four-digit. We understand that this is inconvenient, especially due to the shifting color markers (shown below for WN8). However, sometimes scales need to be changed or the center or reference point shifted. As an example, look at the Fahrenheit/Celsius/Kelvin scale. As before, very few players fall at the extreme ends of the scale, and the main differentiation occurs in the middle of the graph.
Limitations and limits of applicability
Basic principles
Basic assumptions in WN8

WN8 makes a fundamental assumption that is different from any previous rating system. We've set expectations for average players based on their ability to influence the outcome of a fight. This is a complex concept, and of course open to discussion. But in principle, we assumed that there is a number of indicators (damage / destroyed / detected / defense) that affects the outcome of the battle (in terms of PP), and that there is a threshold below which these indicators do not affect the outcome of the game enough to determine the dependence . The exact value of this threshold was calculated and then subtracted (rSTATSc step, below) to compare all players with the theoretical (and unfortunately real) player(s) whose performance is not sufficient to influence their PP and are ballast for the balancer. The advantage of this assumption is that it makes the ranking more meaningful for both high and low values. There were "free" points in WN7, mostly for appearance's sake, because virtually no accounts can get zero stats, even the worst of bots. But many accounts have so few statistics that it is not possible to assess the impact of indicators on their PP. By adjusting such base values, we will get better differentiation at lower levels, as well as at higher levels, because by doing this we remove the "noise". And, of course, the best differentiation is provided at the middle levels. We are introducing a "zero" point, below which stats (damage/destroyed/detected/defense) do not affect PP in any way. As noted earlier, this assumption is open to debate. Still, for discussion, please, in addition to knowledge of tanks, prepare a confident knowledge of statistics and evaluation! It is convenient to convert the scale intervals used in Eff, PR and WN7 into a pseudo-rating scale, which has numerous advantages. Controversial, but the most important one is that after improving the accuracy of the measurement and applying a value threshold, we can now say that a player with 2400 WN8 contributes twice as much to the team's victory as a player with 1200 WN8. This was not true for any rating prior to WN8.

Data sources

Since WN8 is a tank rating, we needed tank indicators, which, as always, are not available through the Wargaming(c) API web interface. We turned to Phalynx from vBAddict.net, who kindly shared their databases with 17,000 players who provided their dossier files. Players with less than 1000 battles and tanks with less than 50 battles were filtered from the database. From this database, we used linear regression to determine the statistical expected performance of the average player for each tank. For each tank/player combination, we calculated playerWN8alpha and tankWN8alpha ratings. The WN8alpha rating roughly corresponds to WN7 in the wording, showing mainly the effectiveness of the tank. Further, (for each tank separately) we selected from the total number of players who played on the tank 50% of the players who play it well, not in general. The resulting sample well combines players with high and low PP. We would argue that selecting half of the players who have good play on a given tank is a good way to compare tanks to each other so that they can use the tank as efficiently as possible. Otherwise, using the second half of the players, when comparing tanks, the indicators of players who do not know the basics of the game mechanics, or do not use this tank correctly, were used. As a result, I use the top 50% of players for linear regression because using the top players will be biased and may not be generalizable to all players.
To check that the expected performance for each tank was balanced, we looked at the tankWN8/accountWN8 ratio. We checked that for the top 10% of players this figure corresponds to approximately 1.15 for all tanks in the game.
If, for example, a tank had a lower ratio, we lowered the expected rates used for linear regression of the top 50% of players and then checked the ratio for the top 10%. This took several iterations of recalculating tankWN8 and playerWN8 until the balance was reached and tankWN8/accountWN8 was around 1.15.
The purpose of this was to try, by monitoring player skill scores, to determine expected stat values ​​that would normalize the damage/destroyed/detected/defense stats for each tank. This is how we find how much damage a player will deal to an ARL V39 and M18 Hellcat, all other things being equal.
Some tanks require a more in-depth analysis of the distribution of the tankWN8/playerWN8 ratio, due to an abnormally small number of top players playing on the tank (A-20), or tanks that have suffered strong nerfs/buffs (like the M41). We've tried to come up with averages for tanks that have been heavily nerfed/buffed (like the M48A1, AMX 50B or T110E5) based on players who have played it at various times, so the expected values ​​do not reflect the original performance or current state (so that players those who played them after the rebalance were not unfairly "penalized") or ignore it (so that players who played it when it was very powerful and then never again received unfair bonuses).
Note A: This manual process of creating WN8 was, from a scientific point of view, the weakest point. However, the personal bias of the creators was not introduced at this stage, because the team of people working at this stage consisted of dozens of assistants from WoTLabs, tank-by-tank tables were combined in collaboration between players from the NA, EU, SEA and RU regions. Whenever possible, "nearest possible match" metrics were used for tanks with strange distributions of player histories, like the A-20, for which no one was able to accurately determine them (the data shows this...). If you are frustrated by this manual process, please contribute to further refinement of the WN8 tank tables by uploading your dossier files to http://www.vbaddict.net/wot.php
In addition, the expected performance for the per-tank tables was compared to the tables used for the Noobmeter PR rankings and the top 1%/100 players table for each tank of RU-region players, courtesy of Seriych (similar to the one used in XVM for version 8.6 and older). Most of the expected damage values ​​are pretty close to those used in Noobmeter (for levels 3-8), and if you multiply these values ​​by 1.5 (to get the values ​​for a player with 2400 WN8), you get values ​​quite close to Seriych values ​​for the best players of the RU region. Also, using this approach for low level tanks resulted in values ​​that are obviously high for newbies, but this isn't really a problem since regular players only have 3% or less of their total at level 1. This is very convenient and also works against rating inflation. This means that you can continue to kill level 1 players in batches, but now you have to be very good at it! Now an average of 1.7 destroyed/battle (a good indicator for level 10) at level 1 is no longer sufficient for a good rating. This is not because the WN* team is biased against players who play at low levels, but only that we want to determine the skill of a player regardless of the level of combat (for reasons - see Why WN8?).
Reminder: The most SIGNIFICANT thing about the tank table is the relationship between the expected performance for different tanks. We could divide all these values ​​by 3 and it wouldn't matter. It is the relationship between the numbers that is important, not the actual values. The same goes for the 1.15 ratio used in tank balancing, we could have used any other number. We left them at the "WoT" damage scale for ease of reading and ease of working with the original data!

Data Validation

A dataset of players with over 10,000 battles across multiple servers was kindly provided by Mr. Noobmeter (we needed battles played on every tank), 4GB in size, difficult to open in Excel! However, we selected 115,000 players from the EU and NA regions so that PC Praetor77 could handle it. Using this database, we determined the expected scores, rSTATS and then rSTATSc. Using the rSTATSc metrics, we used Eureqa (a very good and smart program that uses iterative genetic algorithms to find mathematical relationships between a set of inputs) to determine the optimal formula that can determine the relationship between players' SPs and their rSTATSc.
Through data analysis, we found that some players had some rSTATSc stats that were outliers (all but rDAMAGEc, actually), which led us to implement a "ceiling" or maximum values ​​to increase the utility of WN8. Individually, these (outlier) indicators showed a stronger correlation with PP than with the composite indicator.
The value ceiling is implemented like this:
rFRAGcMAX = rDAMAGEc+0.2
rSPOTcMAX = rDAMAGEc+0.1
rDEFcMAX = rDAMAGEc+0.1
We re-introduced the processed rSTATS into Eureqa, which produced almost the same solution as before the implementation of the “ceiling”, but taking into account most of the previously knocked out players. Final formula:
rWINc = 0.09 + 0.613 * rDAMAGEc + 0.131 * rFRAGc * rDAMAGEc + 0.097 * rFRAGc * rSPOTc 0.047 * rFRAGc * rDEFc
We then multiply each term in the formula by 1600, which is close to the WN7 weighted average, resulting in a server-wide WN8 average of 900-1000.

Matrix of expected indicators

Without using Excel, you can view the indicator values ​​for tanks here: http://www.wnefficiency.net/wnexpected
Additionally, Mr. Noobmeter has kindly posted a table on his site, along with his PR values, for your information: http://www.noobmeter.com/tankList

WN8 calculation
Step 1

rDAMAGE = avgDmg / expDmg
rSPOT = avgSpot / expSpot
rFRAG = avgFrag / expFrag
rDEF = avgDef / expDef
rWIN = avgWinRate / expWinRate
At step 1, game performance is calculated as the ratio of average performance to expected performance for all tanks played on the account and multiplied among themselves. (Step 1 takes the counts of tanks played on account, and multiplies them by the expected stats to get the account total expected values. Then the actual account totals (your total dmg, frags, spots, def, win-rate) are divided by the total expected values ​​to give the ratios.)

Step 2

rWINc = max(0, (rWIN - 0.71) / (1 - 0.71))
rDAMAGEc = max(0, (rDAMAGE - 0.22) / (1 - 0.22))
rFRAGc = max(0, min(rDAMAGEc + 0.2, (rFRAG - 0.12) / (1 - 0.12)))
rSPOTc = max(0, min(rDAMAGEc + 0.1, (rSPOT - 0.38) / (1 - 0.38)))
rDEFc = max(0, min(rDAMAGEc + 0.1, (rDEF - 0.10) / (1 - 0.10)))

Step 2 sets the zero point for the resulting game metrics. See the Assumptions section for more information on why this happened. The min and max functions are used to ensure that the indicators do not go beyond the limits of applicability. The constants are calculated in the form
(rSTAT – constant) / (1 – constant)
to normalize so that a player with a total rSTATSc = 1 would receive 1565 WN8. A player with all rSTATS = 1 will also have rSTATSc = 1, since (1-s) / (1-s) = 1.

Step 3

WN8 = 980*rDAMAGEc + 210*rDAMAGEc*rFRAGc + 155*rFRAGc*rSPOTc + 75*rDEFc*rFRAGc + 145*MIN(1.8,rWINc)

In Step 3, the coefficients determined for the final formula, as discussed earlier, are applied to the weighted (in Step 1) and normalized (in Step 2) game scores. The resulting value ranges from 0-5000, and gives a relative estimate of damage and reflects the interaction between destroyed*exposed, defense*destroyed and damage*destroyed.

Note on Interactions If you played 5000 games on the T-50, and expected 4 detections per battle, and you averaged 4 tanks per game, your rSPOTc=1. If you only played on E100 and the expected detected rate is 0.88 per battle, if you average 0.88 detected battles, also your rSPOTc=1.
So rSPOTc does NOT measure how much you discovered per battle, it measures how much you discovered compared to the average player playing the same tank.
The rSPOTc indicator correlates much better with the PP indicator illuminated/fight (see graphs):

Also, rSPOTc and rDEFc multiplied by rFRAGc in the WN8 formula correlate well with PP (represented as rWINc) ...

So the indicator, rSPOTс*rFRAGс, seems to be something important for winning. This interaction seems to properly value players who can multi-task in combat and create winning conditions, as opposed to players who play as safe as possible and just deal damage (rDMGc only).
Individual player analysis (and Eureqa agrees) shows that rFRAGc*rSPOTc can tell you a lot about how a player achieves victory. The authors believe that this can be achieved through active efforts to create favorable conditions for the team. If you consistently show high rSPOTSc results then you are using riskier positions on the map, and if you do this while also having high damage, kills, defense and PP scores, IMHO you are a better player than the one who shows those the same indicators for damage and destruction while sitting in the rear and shooting at someone else’s light. The rSTATc scores clearly support the most frequently repeated advice in the game, "get your gun in the game and stay alive to keep it there."

Periodic updates

Because both tanks and players change over time, WN8 was designed to periodically update the expected performance so that the relative effectiveness of the tanks, and the measured effectiveness of the players who play them, remains accurate.
The update methodology was developed 6 months after the WN8 was first introduced, and is carried out by an R program to ensure that the process is repeatable for over 95% of tanks, which do not require adjustments based on subjective opinion.
The game metrics extracted from the dossier vBAddict files are filtered as described above, and for each tank and each rSTAT indicator (rDAMAGE/rFRAG/rDEF/rSPOT/rWIN) R plots a “point” for each user reflecting the ratio of his indicator rSTAT on this tank, to rSTAT for all tanks for all players. Here, for example, is an example graph for rDAMAGE for Type 59:

Least squares regression line (red line) – gives for user_rDAMAGE=1 the value rDAMAGE= 0.953. (The least squares line of best fit - the red line - crosses the user account rDAMAGE at a value of 0.953) This is the "correction factor" that should be applied to the expected damage value for the Type 59 in the update. These factors are automatically generated and applies to all 5 indicators for all 350 tanks in the Wargaming(c) API. For the handful of tanks for which there is insufficient data to obtain an acceptable line of best fit, values ​​calculated for tanks of the same tier and type are used.
(Gryphon, June 2014/Russian translation kt133a)
Color scale

The new color scale used by XVM was calculated based on data about all players on the RU server. Statistics collection was carried out by Edrard, and analysis by seriych

Distribution graph of the percentage of players depending on the rating

Conversion formula to XVM scale

XWN8= IF(WN8>3250; 100; MAX(MIN(WN8*(WN8*(WN8*(WN8*(WN8*(0.0000000000000000000812*WN8 + 0.0000000000000001616) - 0.000000000006736) 0.000000028057) - 0 .00004536) + 0.06563) - 0.01; 0))

Good day, tank men and women, the portal site is with you! Today's topic of conversation has been brought up quite often by players lately. Therefore, we decided to help them with this. So, how can you quickly increase your statistics in World of Tanks? There are several ways.

The first way to raise statistics. Platoon game

We think many people have noticed that players with excellent gaming statistics do not often play alone. Their platoon partners always play with them. This factor is very important for increasing statistics and win rate, because the better you know your allies, the more you will achieve. Platoon play is a powerful argument for victory for your team.

The second way to raise statistics. Selection of technology.

It's no secret that World of Tanks contains tanks that are comfortable to play on. They can be found at all levels: from first to “ten”. They are the ones chosen by tankers, whose task is to raise their statistics. Such tanks, to a greater extent, include medium tanks and light ones. After all, these two classes of equipment can do quite a lot on the battlefield if played correctly, and therefore with your statistics. Let's look at which tanks can help you effectively increase your statistics and, at the same time, enjoy the game. At level 10, as of patch 0.9.17, it is best to take: heavy tanks Maus, E-100, Kranvagn, AMX 50 B, medium tanks T-62A, Ob. 140, TVP T 50/51, Bat.-Châtillon 25 t. We don’t take tank destroyers into account because of our strong dependence on the team, but artillery... Well, that’s clear.

The third way to raise statistics. We use premium shells and consumables.

We in no way encourage tankers to use gold shells as their main ones. Well, what can you do if they are better than their “silver” prototypes in 70% of cases. Therefore, extras, which is what tankers with very good game statistics are called, are chosen.

To summarize, we can say that if you use all three tips at the same time, you will achieve good results and will be able to quickly increase your game statistics in World of Tanks.

All three of the above methods in themselves are a very good help for increasing efficiency and are almost mandatory to use. But, there is one more. There are a lot of different vehicles in WoT, and, unfortunately, you can’t play with them all. There are many reasons: there is not enough silver to buy, reluctance to download this or that branch of tank development, etc. Therefore, there are units on which the least number of battles take place compared to others. It is with this technique that it is best to increase statistics. After all, there is no competition, which means there are more chances to achieve high efficiency per battle. To select a tank we use the site wot-news.com. There we look for the “Ru server” tab, select Server statistics. The next step is to click on the All equipment button on the table and select the time For the last 4 weeks. We hasten to add that you need to look for equipment from levels 4 to 8 inclusive, because the main battles on the server are usually played at levels 10, which means that it will be more difficult to achieve a rating on such devices. But there are exceptions...

Let's look together at what kind of tanks you will find using the method described above.

Level 5.
Putting aside all the premium equipment, we came across the French tank destroyer S35 CA. This device is not, as they say in common people, a cactus, which means it is quite playable. Good visibility, stealth, a powerful weapon - all this will help you gain a high amount of efficiency per battle.

Level 6.
Here things are even better. From the statistics on the minimum number of battles played, the following good vehicles lag behind: ARL V39, M36 Jackson, T21 and Churchill VII. They are all easy to learn and do a great job at their level.

Level 7.
So, as the technique of this balanced weight gets to the 9s, you need to look for penetrating tanks. The first one you will find on the list will be the T25AT - US tank destroyer. Not a bad choice. It penetrates, hits, and often hurts by more than 300 units. damage per shot.

Level 8.
At this level the choice is large and quite obvious. Indien-Panzer, M26 Pershing, Charioteer, 110, Panther II - these are the forgotten heroes who are able to single-handedly carry difficult battles, produce good damage both in battles with “classmates” and with 10 levels.

Level 9.
There are also enough good “nines”. New Mäuschen, Type 61, Centurion Mk. 7/1, Conqueror. And of course, the public’s favorites, the M46 Patton and E 50. They were both relevant and are now capable of creating something unreal on the battlefield.

Level 10.
Gaining WN8 and Efficiency Rating at 10 levels is the job of skilled tankers. But, if you are confident in your abilities, then why not. The list of good “farmers” of the rating includes the same tanks mentioned above: Maus, E-100, Kranvagn, AMX 50 B, T-62A, Ob. 140, TVP T 50/51, Bat.-Châtillon 25 t. We will add to them the AMX 50 Foch (155), STB-1 and FV215b.

And the main thing.

In order to successfully and consistently gain a lot of Efficiency Rating and WN8 points in each battle, you just need to do a lot of effective actions in battle: deal damage, highlight enemy tanks, “put” them on the tracks, break the capture and capture yourself. In total, this will give quite a lot of what you are striving for - high values ​​​​in the Efficiency Rating column and beautiful WN8 numbers

So, what is the efficiency or rating of World of Tanks? In this article we will talk specifically about WOT efficiency, how to increase efficiency and what is needed for this. In this article, I will not burden you with complex formulas for calculating various statistics; I will describe everything simply and clearly, leaving the choice of equipment that will increase efficiency for you. So, let's go...

Efficiency WOT what is it?

Judging by the abbreviation “Efficiency”, it becomes clear that this is TO coefficient P healthy D player actions.

The statistics table looks something like this:

In the table, the skill of a particular player is distinguished by color.

For example:

Redbad player, in players' jargon, simply CANCER ;
Orangebelow average player, then bish Deer ;
Yellowaverage player, may become dull;
Greengood player, never substituted in vain;
Turquoisevery good player, usually you can’t get into it 😉;
Violet- just a master, but what a master, bush statue!

Next, I present to your attention the WOT efficiency calculator

so that you can have an idea of ​​which category you belong to:

And here a logical question arises: what statistics are best to be guided by?! Unfortunately, I don’t have an answer to this question; as they say, there are no comrades according to taste. It's up to you to choose!
But then, in a nutshell, I will tell you about the statistics that are used on the XVM mod website, namely:

Let's start in order:

Probably the most difficult in terms of pumping up statistics. Here the greatest influence on the efficiency result is exerted by:

Average damage per battle

Average damage due to radio exposure

Average damage due to holding on gusle (it doesn’t matter if you deal damage or allies)

The greatest influence on the result is exerted by:

Total player damage dealt

Total number of destroyed

It should be noted here that these statistics are highly dependent on the machine you are playing on, since reference statistics use reference readings for calculations. Roughly speaking, the standard damage of the ISU-152 will be 700. So, if you are playing on this tank destroyer, then you must knock out this same 700 damage from a shot, targeting the enemy’s weak spots or punching into the side and stern. In other words, the closer your damage is to the standard, the higher your statistics.
(Note: the number 700 was taken out of thin air...)

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wn6- four-digit efficiency, taken from behind the “hillock” and developed by American players. Here you will have to work hard to increase this efficiency. The wn6 formula is very large and complex, but we agreed that I will not burden you with formulas, so I will convey the main points. The main thing to remember here is:

base defense points do not greatly affect efficiency;

The first exposure of the enemy also has virtually no effect on efficiency.;

Capturing a base is not taken into account at all;

Destroying low-level tanks has less impact on the rating, so choose a tank a couple of levels higher than you and bite;

It turns out that WN6 completely depends on your contribution to the battle. And special attention is paid total damage dealt to the player And total number of destroyed tanks(this takes into account the strength of the enemy you destroyed).

To increase this rating, I would advise you to deal more damage and “take out” more enemy equipment. But not all tanks in the game can do this. For example, self-propelled guns, tank destroyers (top-end and pre-top, as well as French drum tanks). They have the highest damage per minute. The minimum damage per battle for you should be numbers above 1500-2000.

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EFF- this is good old R rating E efficiency, aka RE.

For those who are new to the tank, here the greatest influence on the result is exerted by:

Average damage per battle;

Average number of frags (killed opponents) per battle;

Average number of base defense points per battle;

Those. in other words, to increase this efficiency you need to destroy, kill, and also have time to defend your own base! Go for it 😉

Here, just like in RE, the main thing will be:

Average damage per battle;

Average number of frags per battle;


So how? Figured out what it is WOT efficiency? Well, since you now know what this or that statistic in WOT consists of, now go ahead and bend over. Good luck, dear tankers!

The calculator allows you to make recalculation of indicators both existing players, after loading their statistics, and a “virtual” player, if no player’s statistics have been loaded.

Sequence of using the "Indicator Conversion Calculator".

1. Adding tank data to the "Calculator..." is done in two ways:
– click on the name of the tank in the table " Vehicle statistics";
– click on the “Select tank” button or change the value of the “vehicle level” selection element. In the “Tank Selection” panel that opens, click on the button with the name of the tank.
approx.. The "tank selection" panel displays all tanks of a given level. Tanks are divided into two groups: tanks that the player has and those that are missing.

2. Changing the statistics of the selected tank is carried out in three ways.
a) Place courses in the parameter value input field, use the keyboard to enter a new value, confirm the changes by pressing the "Enter" key or clicking anywhere on the screen.
b) Click on the buttons: – increase, – decrease.
c) Click on the button to open the panel " Additions to tank battle statistics". In the panel, change the tank's statistics using methods "a" or "b". Click on the button " Add to tank statistics".
approx.. When changing the value of any tank parameter, the tank's WN8 values ​​and the parameter's contribution to WN8 are recalculated.

3. Adding the selected tank to the table "Changed statistics of vehicles participating in the recalculation of indicators" carried out by clicking on the button.

4. If necessary, change the tank statistics again added to the table "" click on the button.

5. From the table " Changed vehicle statistics..."You can remove the tank by clicking on the button.

6. If necessary add more tanks for their participation in the recalculation of indicators, complete steps 1-3.

7. Recalculation of indicators launched by clicking on the button " Recalculate the player's WN8 indicator, taking into account changes in statistics".

8. After recount changes in indicators will be displayed in the main panel " General statistics", and in the table " Changed statistics of vehicles involved in the recalculation of indicators" - changes to tank parameters.

approx.. After recalculating the indicators, the data display format is: new value (±delta). The delta parameter is the difference between the new parameter value and the original (real) value.

Click on the button " Clear calculator" - clears all fields of the "Calculator..."

Click on the button " Reset changes" - restores the original values ​​of the parameters of the selected tank in the table " Statistics of the selected tank". If the player has the selected tank, then the actual parameter values ​​are recorded in the table, and if not, then the "Expected" parameter values ​​are recorded.

RE

During the existence of World of Tanks, countless ratings and pee meters have appeared. It all probably started even before the creation of , the author of the wot-news website created his own rating and called it the “performance rating” of the player (correct me if I messed up the chronology).

The RE formula is:

DAMAGE * (10 / (TIER + 2)) * (0.23 + 2*TIER / 100) +
FRAGS * 250 +
SPOT*150+
log(CAP + 1,1.732) * 150 +
DEF*150

Where:

DAMAGE - average damage per battle,
TIER - the average level of the player’s tanks,
FRAGS - average number of frags per battle,
SPOT - average number of enemies detected,
CAP - average number of capture points,
DEF - the average number of base defense points per battle.

The greatest (direct) influence on the value of your RE is exerted by:

  • damage per battle,
  • number of frags,
  • base protection.

Video review RE

WN8

Unlike RE, WN8 is more difficult to understand and is calculated in 3 steps:

Step 1 - Weighted Ratio

We divide the total indicator on the account by the expected indicator:

rDAMAGE = avgDmg / expDmg
rSPOT = avgSpot / expSpot
rFRAG = avgFrag / expFrag
rDEF = avgDef / expDef
rWIN = avgWinRate / expWinRate

The following take part in the calculation:

avgDmg - total damage dealt to the player,
avgSpot - total number of detected,
avgFrag - total number of destroyed,
avgDef - total number of defense points,
avgWinRate - total number of wins.

expDmg - expected damage caused,
expSpot - expected number of detected ones,
expFrag - expected number of destroyed,
expDef - expected number of defense points,
expWinRate - expected number of wins.

Expected values- we can say that this is a benchmark for each specific tank. The ideal middle ground for a good player. This data is collected by the creators of WN8 themselves, which are posted in a table on their website at this address. The reference values ​​are summarized only for those tanks on which you went into battle.

Step 2 - Calculate Normalized Values

rWINc = max(0, (rWIN - 0.71) / (1- 0.71))
rDAMAGEc= max(0, (rDAMAGE-0.22) / (1-0.22))

rFRAGc = min(rDAMAGEc+0.2 , max(0, (rFRAG-0.12) / (1-0.12)))
rSPOTc = min (rDAMAGEc+0.1 , max(0, (rSPOT-0.38) / (1-0.38)))
rDEFc =min (rDAMAGEc+0.1 , max(0, (rDEF-0.10) / (1-0.10)))

Step 3 - count WN8

Formula WN8:

WN8 = 980*rDAMAGEc + 210*rDAMAGEc*rFRAGc + 155*rFRAGc*rSPOTc + 75*rDEFc*rFRAGc + 145*MIN(1.8,rWINc)

In other words, WN8 shows how well or poorly you play relative to the ideal player according to this rating.

The greatest influence is exerted by:

  • average damage per battle,
  • average number of frags per battle.

Video on topic

Rating scale comparison

This picture shows the correspondence between RE (in the image indicated as EFF) and WN8:

Summing up

To make it clear to everyone, RE is a static indicator, and WN8 is dynamic.

This means that your RE will not change over time (unless the formula is changed), since it depends only on your personal indicators.

WN8, in turn (purely theoretically), can change even if you don’t play, since it represents (roughly speaking) a comparison of your and reference accounts, and the reference indicators can change (for example, after rebalancing the equipment).

RE is one of the most popular, since it is the very first of all pussy meters and many players find it difficult to delve into the intricacies of other ratings.

WN8 is more modern and, in my opinion, more accurately reflects the essence - how well you play. After all, everything is learned by comparison.

If you have questions or additions to the article, write them in the comments.