Quote Originally Posted by giriel View Post
We can calculate the total amount of damage done by every player(with a minimum threshold cause otherwise it won't be very fair either), damage received, and then divide it by the number of players we used in this calculation.

As such I was thinking more in the direction of :
Code:
 { (DamageGiven / AvDamageGiven) / (DamageReceived / AvDamageReceived) } * (Hits - Headshots)     +
 { (DamageGiven / AvDamageGiven)² / (DamageReceived / AvDamageReceived) } * (Headshots)
Scarhand thanks for your suggestions they were useful, some pointers :

- Your left and right side of the formula aren't very proportionate. (Damage_Received / Damage_Given) will be really small and as such it won't have much influence in your calculation.

- Same thing in the right hand side: (HS / Hits) * (Hits / Shots) will become (HS / Shots) which is in most cases also quite small.
Even more so when we have to sum all the shots of all weapons that do headshots and all the produced headshots.

Still it was a great attempt with logical explanation! That's how we can solve this .
In your calculation you are figuring it in relation to other players already? I was rating you with a number, and that number would be compared to other player's rate and rate for that session. You are comparing them right from the start, I'm not sure how you will be able to factor in the rating of other players for experience calculation if you already use session comparison to determine rate. Also, you give no credit to accuracy.

Damage received was intended to not make a large impact. However, this was just a thought experiment and I didn't plug in numbers, it will be too small of a number. I'll work on this when I get more time.
(HS / Hits) * (Hits / Shots) is not the same as (HS/Shots), it gives as much credit to accuracy as headshot ratio. I believe both should be of equal value. This is also multiplied by your dmg per minute which may make it more significant. Again, I haven't had the time to run tests for my formula.

I'll work on this.