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DOTA ladder point system

Each player will be given an initial score of 1,200 points when entering the ladder system for the first time. When each game lasts more than 12 minutes, statistics will be calculated for the game. Theoretically, only the first place player in each game will definitely gain bonus points for the final ladder points. The points addition and subtraction of the remaining 2-10 players all depend on the expectations and performance of each game. For example:

Point deduction for winning: A player with a ladder score of 2200 points uses Shadow Demon. The system’s expected score for the player’s hero in this game is 2000 points. However, because he did not perform well, the final result was If the hero points are only 1600 points, the system will calculate the weighted average and the final ladder points will be deducted. Reason: The player's performance did not meet expectations, and points may be deducted even if he wins.

Bonus points for failure: A player with a ladder score of 1500 used a musket. The system’s expected score for the player’s hero in this game was 1200 points. The game was eventually lost, but the player had an outstanding last-hitting performance. , there are many people, and you get 1400 hero points. Then the ladder system calculates through a weighted average, and the final ladder points will be added. Reason: The player performed better than expected and may gain points even if he loses.

System expectations: The system's expected score is mainly determined by two factors. One is the ladder points of both parties. If one's points are higher and the opponent's points are lower, the system will give a higher expectation. points and vice versa. The second is hero data collection. The ladder system will collect the hero data of all ladder players on the platform. Some popular heroes may be used by many high-end players, such as Shadow Demon SF, and the system will select the most powerful player among all Shadow Demons. As the highest score of this hero, in theory, it is very difficult to exceed the highest score with popular heroes, but with some unpopular heroes, since there are not many players using it, it is relatively easy to reach higher scores.

There are two modes of matching: individual matching (passer-by) and team matching (black). In individual matching, the system will match you with the passer-by player whose level is closest to you. When you perform When team matching, the system will give priority to matching you with teams with the same number of people. For example, when 5 people start a black match, the system will give priority to matching teams with the same number of people (i.e. black vs. black). When there is no team matching, the system will The standards are lowered in order, matching teams of 4 people, teams of 3 people, teams of 2 people, and finally passerby players. In addition, a very important point is that when players perform team matching, the system will give bonus points to the team. The higher the number of people in the team, the greater the bonus. There is no point bonus for individual players. When a team is matched with an individual, the points of five individual players = team bonus points, that is, the individual player's strength is higher than that of one or more players in the team. This increases The difficulty of opening black.

Several major factors that affect points: winning or losing, using heroes, killing enemies, dying, assists, money, positive and negative, and the number of towers taken. For novices, death in battle is easily overlooked. In fact, in a game, once the hero you use dies too many times, it will affect your money-making rhythm. If you have no economy, you will naturally have no equipment, and you will not be able to defeat the opponent. Enter Death loop, being blamed by teammates, affecting mentality, eventually losing the game, failing to meet system expectations and deducting points. In terms of equipment, team equipment such as Ashes mixed assist, Macon, Dizi and Strike are powerful equipment to win the game.