A player joining StarCraft freshly after the start of a season instantly receives the Bonus Pool as if he started at day 1 of the Season. This change was made in Patch 1. Bonus pool accrual rates have been tuned for team matchmaking modes to make them more competitive: This rating decides which opponents a player will meet, and tries to quantify their skill level. When a player's MMR climbs above a certain value, they will be promoted into the next league. Each play-season the visible points will be reset, while the skill rating, MMR, stays intact. There also is a value " sigma " that measures how uncertain the system is of a player's MMR.
This is usually high if a player has not played many games recently, or if they are on a winning or losing streak.
Sigma is used to calculate how wide a player's search range should be, and by extension how much their MMR will change as a result of playing rating-distant opponents i. MMR is now visible for players, each ladder league below Grandmaster is split into three tiers, and the post-game screen now shows specific information about a player's current skill rating, how close they are to the next tier, and the upper and lower limits of their current ladder tier.
The MMR boundaries are based on a prior distribution from the previous season, and during each season roll, the values are recalculated for the upcoming season. In Heart of the Swarm, if a player did not play any matches for an extended period of time, their MMR would decay, or automatically decrease.
The details of the system are unknown, but it appears to be a linear decay,  and Blizzard has confirmed that decay begins after 2 weeks of inactivity, and decay stops after 4 weeks of inactivity.
1v1 League Distribution Over Time
If a Seasonal Placement Match was not played last season, then MMR and uncertainty are both reset to their default values and the system effectively "forgets" about that player. A special note about this, though: MMR decay was removed in April Every arranged pair of 2v2 players is given a single rating. In 2v2 random match-ups, an average rating of the two players will be compared to their opponents rating. This rule presumably applies for 3v3 and 4v4 as well. Starcraft II ladder is divided into several seasons per year, and the final results are generally recorded at the end of a season.
Check out our developer job postings and work in esports! From Liquipedia StarCraft 2 Wiki. Retrieved 7 Jun An incomplete guide to bnet 2. Retrieved 19th Dec Retrieved 21 Mar Retrieved 22 Mar Retrieved 4 Dec There has to be a way to auto-post a link to this whenever someone makes a thread asking a question about the ladder. I don't know what empirical findings means TT. I second the call for a sticky, or a migration to Liquipedia. Awesome write up and really informative.
Really helpful on understanding how promotions and other ladder stuff work! I'd go beyond a sticky Not that I don't think you are intelligent for compiling this information and probably gave a good amount of work in yourself, but I do think you should be crediting the people that contributed to this data compilation. That's a really great read. Really useful, thanks for the hard work. Windigo Gaming vs TBD. Winstrike Team vs Gambit Esports. Team Vitality vs TBD. Astralis vs compLexity Gaming. Team Liquid vs Luminosity Gaming. FaZe Clan vs Ghost Gaming.
Renegades vs Aequus Club.
[G] Comprehensive SC2 League and Ladder Guide
CyberZen vs Grayhound Gaming. Team Envy vs Team One. BSL6 Ladder Tournament 3. GPL - Grand Finals. GHL - Grand Finals. OSC Team Championship EU Nexus Contest BW Jeez weekly 7. BW Jeez weekly 6. BW Jeez weekly 5. BW Jeez weekly 4. BW Jeez weekly 3. World Electronic Sports Games All Hallows Cup - 3. S S1 EU Qual. S S1 NA Qual. Agon League Season 3. This guide is designed to provide detailed information about the core functionality and design of the Starcraft II ladder, its leagues, and matchmaking. The information within this guide comes from empirical findings as well as Blizzard developers.
Overview Immediately noticeable upon searching for a ladder match is your remaining Bonus Pool.
Current 1v1 League Distribution
The Bonus Pool is a reservoir of points that are awarded for wins, doubling your earned points per game until the Bonus Pool is exhausted. The Bonus Pool also absorbs lost points, reducing your Bonus Pool by an amount equal to the number of points you would have lost for that game. The Bonus Pool accrues at a set rate for each league, whether playing or not. Platinum League -- Gold League -- Silver League -- Bronze League -- Master League -- 90 points per week 1 per minutes Diamond League -- Master League -- 30 points per week 1 per minutes Diamond League -- Master League -- 15 points per week 1 per minutes Diamond League -- 8.
Because of this set rate and because it applies equally to everyone, this essentially acts as a global decay mechanism, separating active players from inactive ones. In a typical division, it's expected that not all players will remain active, so this means that players who consume more Bonus Pool will typically rise above most of the players in their division, because the inactive players' points are decaying relative to the active players. We can therefore say that your displayed points minus your spent Bonus Pool are your "adjusted points", or points that account for the inflation of the ladder as a result of Bonus Pool.
Overview At the heart of the system is a hidden value known as the matchmaking rating, or MMR for short. Matchmaking rating helps to ensure you play against players around your skill level and influences how many points you stand to gain or lose per match. For this reason, it is extraordinarily difficult to reverse engineer MMR from points. Favored System On the post-game score screen, an amount of points are awarded or lost in accordance with what the system determines to be a favorable or unfavorable pairing.
[G] Comprehensive SC2 League and Ladder Guide
The Favored system compares your opponent's MMR with your adjusted points and calculates an amount of points that the game will be worth if you win or lose. If you stand to gain points or lose , you are Favored; if you stand to gain points or lose , you are Slightly Favored; if you stand to earn or lose points, the Teams are Even.
This value is independently calculated for each team and the results will not necessarily be zero sum. Each player would see the other as Favored and would either earn many or lose few points depending on the outcome. The image below illustrates this. The important thing to remember is that "favored" does not always mean "better" unless both players' points have approximately reached their MMRs. Until that time, the "favored" indicator only serves to determine how many points a match is worth, and is not an indicator of skill.
If your opponent's MMR is below the equivalent of 88 points in your division, that opponent will -- for the purposes of point calculation -- appear to have an MMR equivalent to 88 points in your division.
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This means that even if your adjusted points are below 0 and your MMR is far below your division's lower bound, you will see opponents as "Even" and earn the associated number of points for those games. This allows for all players to earn points up to a certain amount and removes the frustration associated with seeing yourself as "Favored" in every match. Uncertainty The system knows that players may perform at a level above or below their MMR. This is represented as a hidden variance factor called "uncertainty".
In conjunction with MMR, uncertainty determines your range of potential opponents, and that uncertainty can increase or decrease, thereby widening or narrowing that range, depending on the outcome of each game. If no player is in the queue who is within your uncertainty range, that range will gradually increase until a match is found. Uncertainty also determines how drastically MMR changes after a match. The data is calculated by counting all teams ranked in a season.
If a player plays in multiple regions in identical teams that team will be counted several times for the world total. The region numbers are a more accurate way to count players.
In 1v1 and random teams each teams only consist of one player. The current league distribution for the different regions.