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wvwstats.com - Match Details - PPT Points (% PPT | % PPK) question.


Hagbard.7192

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Hello,

wvwstats.com shows in the Match Details for e.g

Server | PPT Points | % PPT | % PPKServer A | 143k | 75% |25%Server B | 172k | 81% |19%Server C | 129k | 76% |24%

This means that e.g. on Server A 25% from the complete war score was from PPK (Points Per Kill) and 75% from PPT (Points Per Tick).Is this really correct ?

PPT (Points Per Tick)Points per tick/capture | Base Points | Secured| Reinforced | FortifiedCamp | 2 | 3 | 4 | 5Tower | 4 | 6 | 8 |10Keep | 8 | 12 | 16 | 20Castle | 12 | 18 | 24 | 30

PPK (Points Per Kill)2 points for killing or finishing (stomping) an enemy1 extra point for stomping an enemy with the Borderlands Bloodlust effect1 point for killing a hostile dolyak is worth 1 point, while escorting a friendly delivering dolyak provides 1 point at each destination.

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@"Hagbard.7192" said:Thanks i will subscribe to this discord server.

You can "sanitize" the original post so it's not a match up thread: remove the world names, round the figures (e.g. 143k|75%|25% instead of 142902 | 75.128% |24.872%) and link to the source of the data. Then you're just asking about how to interpret the data, rather than asking about a particular match.

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Anet chose to reduce the importance of PPK when they added tier based PPT. Been noting many times that tier based PPT is one of the core scoring issues of WvW and only make dominating servers dominate even more by lazy "defense" of uncontested T3 objective that no one bother with, but people in general doesnt seem to care so it's an accepted feature.

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@"Dawdler.8521" said:Anet chose to reduce the importance of PPK when they added tier based PPT. Been noting many times that tier based PPT is one of the core scoring issues of WvW and only make dominating servers dominate even more by lazy "defense" of uncontested T3 objective that no one bother with, but people in general doesnt seem to care so it's an accepted feature.

I agree. Tier-based PPT is supposed to be one of those incentives for capping and upgrading objectives, but it doesn't work well as that since objectives can upgrade unattended due to coverage gaps of opposing servers. Instead it becomes a positive feedback mechanism, allowing winners to win more easily.

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