A common amount of DMG is 50-100 mg. Pangamic Acid, or DMG, is often taken with vitamin E and vitamin A. The most common form of Pangamic Acid is calcium pangamate, but it appears as dimethyl glycine (DMG), the active component hailed in Russia. This is calculated as follows: Fire Shield damage FS × DMG b × (1 + I 1 + I 2 + I 3 + I 4 + I 5) FS is a percentage that equals 0.20 for Efreet Sultans and (basic) Fire Shield, 0.25 for advanced Fire Shield, and 0.30 for expert. Efreet Sultans and any creatures that have Fire Shield cast on them counter-inflict damage from melee attacks.
![]() Also, damage dealing capabilities are hardly balanced across all tanks of the same tier (think T40 vs A-20 for example or the ARL V39 and M18).Kill per tier scaling – lower skilled players are found in lower tiers, and thus getting kills at tier 1 is easier than getting kills at tier 10, holding constant for player ability above a certain threshold.Tier 1-10 problem – because of the two issues above, the tier 1-10 problem arose with WN7. In order of seriousness, as judged by the WN* team:Damage per tier scaling – namely that while tier is a nice linear 1-10, damage values scale up in a curvilinear fashion. Some of these were known at the time of release of WN7 and others were discovered and publicizedShortly thereafter. This is because WN8 cannot capture things like timing, target priority, teamwork or decision making abilities.As with all ratings before it WN7 had some weaknesses and limitations. It is intended to be looked at next to win-rate, battle count, average tier, and will never replace the inspection of the Service Record or platooning with someone or watching their replays. IntroductionWN8 is the latest iteration of the WN8* (WNx) project lead by Praetor77.WN8 seeks to measure the observable contribution to matches, across an account, and hopefully infers some information about the latent variable "skill".WN8 should not be considered the be-all-end-all of skill evaluation. Mac os for vmware workstation 12However, if you average all the stats of the individual games together, and then calculate the WN7, you arrive at 3260 WN7!There are multiple reasons for this. Take the following example (the categories are as follows:Tank, Result, Survived?, Damage Dealt, Damage Received, Kills, XP, Detected, Capture Points, Defense Points, WN7):If you were to average the individual WN7 values of these games, you would arrive at 2578. WN7 sought to address this by slapping on a low tier penalty however this is easily avoided simply by alternating playing higher tiers and lower tiers. This sort of destructive potential allows players with relatively low skill to win an extraordinary portion of low tier matches and inflate their stats. This phenomena is perfectly illustrated by tier 1 autocannons, which can clip out opposing tier ones before the new players even can turn their turrets and react. It is excerpted it below.What complicates the metric is the fact that it is easier to rack up amazing stats at lower tiers than it is at higher tiers, since at lower tiers, the average skill level of new players is extremely low, and the damage potential of low tier cannons, relative to the small hitpoint pools, allows experienced players to destroy their noob counterparts without any difficulty whatsoever. Powerpoint for mac 1068HT/TD/MT can be roughly comparable, but a tier 8 LT doesn’t put out the dmg or frags of the ISU/IS-3/T69/50 100. So although the WN7 of the Cunningham game, considered individually, was below 1600, it hugely inflates my stats when included in the calculation!Due to the small sample sized used in this example, it should simply be taken as an example of how WN7 can end up skewed, not how the metric works.SPG and LT – Finally, these classes simply don’t output similar numbers to their per tier counter-parts. The result would be 2960 WN7. Ultimately, average tier gets skewed far lower than average damage does, and KPG gets skewed upward, causing a humongous differential in WN7 when calculated this way!Now consider what would occur if the the stats of the tier 8 tanks, without considering the Cunningham game, were averaged out. Also, it is very easy to rack up kills in a tier one tank, skewing KPG upward. The per-tank ratings are significantly harder to develop (getting good data) and apply (requirea lot more computation power) but the results control for the tank composition of an account history in a way that dmg/tier method ratings can never duplicate. Noobmeter released it months ago and explained its formulation. Noobmeter’s Performance Rating has used a per-tank rating since its inception, and while PR was initially skeptically received because the formula was closed source, Mr. We’re not the first to use this method, Mr. There is no way to get around the problem that damage isn’t worth the same (or as much is available) per tier, nor that kills weigh more or less by tier.So in WN8 we’ve adopted an entirely different method. However, the problems listed above persist for any rating that uses “dmg/tier” computations. But the simplest explanation is that the Efficiency scale was not sufficiently discriminating of differentiating between player abilities. You can see the technical side and logic for this in the Nuts & Bolts section. So part of the information in WN8 now includes both the tanks a player has chosen, but also the number of games played on an account.One of the first things a reader will notice is that the scale of WN8 is different than the scale introduced by Efficiency and adopted for WN1-7.The reasons for re-scaling are dependent on some decisions made during the development of WN8. This is why you won’t see the average tier term in the final equation, although the information from which tiers were played is in the methodology, in the earlier steps. However sometimes scales need to change or be re-centered or re-zeroed. We realize this is an inconvenience, especially as all of the color cut-offs also moved (the ones on the bottom are for WN8). You can see the WN8 scale, overlaid with the WN7 scale, and noobmeter’s PR belowThe upshot of this scale change is that the value of WN7 isn’t really comparable to WN8, even though they are both generally 3-4 digit numbers. Things are not the same now, as they were, and they will also be different in the future.The WN* team fully recognizes that history is always a threat to validity of measurements, but because we can do nothing about it, we always remind people to check Service Records and ask questions if they need to know more about someone’s account history.WG is terrible at book-keeping. Tier changes (T30, T34, IS-4, Batchat 25t, AMX LTs, arty, MT-25, VK2801, etc), balance changes, mechanics changes (physics, premium rounds for credits, 2 sigma shell distribution, +2/-2 MM) are easily pointed to. As before, a very small number of players fall in the extremes of the scale, and the majority of the differentiation is being applied to the middle of the population.History – Myriad things have changes since WoT was released and accounts began accumulating stats. Additionally, since dossiers are always over-time, major changes in performance can take a long time to influence over-all or cumulative ratings, especially at higher battle counts. There is more info out on the web now than there was in 2011, and so player progression can be faster or slower depending on how much they can and do research the mechanics and meta-game of WoT. But in reality, 60-day or recent battle stats will have to do.Maturation – players, both individually and as a group, can get relatively better or worse over time. We wish they had done so (same for all the tanks every moved or replaced).
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