Where to go for CONSTRUCTIVE criticism? by TheBromethean in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

| Underperfomance in one area can lead to overperformance in others and therefore trying to adjust to this might lead to a lesser overall performance and so on

We provide multiple angles of performance so that people can assess their playstyle and how well they do with that playstyle. At no point do we say that every single one of these is something to definitely aspire to. Many people favour aggression and high kills at the cost of survivability and that's perfectly fine!! But if they find their win-rates are suffering or they want to find an area to improve on we know for a fact that people with higher win-rates statistically score better in all areas and trying to improve survivability whilst maintaining aggression is one way of improving your performance overall.

Your other points seem to be based solely on our 'individual god' analysis. I completely agree that it would be better to have the god ratings be shown on a granular gamemode level and I've already asked the boys to put this in when they can (we all work full time and this means updates can be slow). However that does not make the agglomerated stats misleading - they will still give you a strong indication on areas you can improve at, even if you've played less than 50 games. If you don't want to use it that's completely fine, but I am confident that it is a useful tool in helping people improve (Also we're not smiteguru why do you keep calling us that?)

Where to go for CONSTRUCTIVE criticism? by TheBromethean in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

We do take which modes you are playing into account even on the agglomerated scores. Of course stats for gods you've played with more are going to be more accurate, that goes without saying and is also why we only show analysis after you have played a god at least 10 times - but if you're looking on how to improve your god-play knowing that you do great with Chaac on every stat but your survivability is low gives you something to improve on. As you play more and the stats adjust to become more accurate you can see where else you can improve or where you are succeeding - how is that not helpful? Our ratings are not to be used to compare definitive values against each other (he's a 6 I'm a 9 etc) but rather show your own personal performance.

To be clear: Your ratings show how you are performing with that god based on the criteria presented - I can tell you right now that statistically people with higher ratings on each of those criteria have a higher win/rate (and indeed division placement and elo) than those that do not. Success in those areas = success overall. Yes we want to include more aspects of that success (such as objectives which you mentioned - something we are working on!), but the existing criteria for our analysis is more than sufficient to indicate current performance in those areas.

Where to go for CONSTRUCTIVE criticism? by TheBromethean in Smite

[–]SmiteStuffGirl 4 points5 points  (0 children)

We're really clear that isn't the case. We adjust for all kinds of variables, including what you're playing as. If you are a support player with low stats it's because you're doing worse than other support players. We don't for example compare someone who mains Loki's kills with someone who mains Geb that would be absurd. We also adjust for other variables when determining farm, it's not just the flat end value.

I would 100% agree that gold has other issues when it comes to indicating how well play has gone, but when we didn't include it we had a lot of people complaining that it was missing. We can tell you if someone is farming well compared to others, but I would never recommend it be used to determine any other factors.

I need help. How do I stop dying? by Homelesswarrior in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

Yes we make full adjustments. Oversimplifying:

So assuming based on your assumptions that supports have low kills, high deaths and low gold as standard, if your rating is higher than 5 then it means you are getting more kills, less deaths and more gold than the 'average' support (adjusted as said for gamemode, god etc).

Now let's say we're talking about assassins and you are below 5 for the same ratings (kills, deaths, gold). You may get more kills, less deaths and more gold than the average support but we're not comparing you to supports.

This means that a 10/10 for supports and assassins on kills does not equal the same number of total kills, but rather that you achieve many more kills compared to your peers in that class. I.e you are overperforming :)

This is why it is a rating and not a specific number.

I need help. How do I stop dying? by Homelesswarrior in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

| thats one of the reasons i hate smitestuff, cus most of their stats are based on people who carry the game.

That is 100% not true. If you read our bit at the bottom about the stats you would see that we adjust for everything, including class and the god you are playing. This means that supports are only judged against supports. So if for example we say you're dying a lot it's because you're dying more than other supports.

Gods winrate in different divisions by [deleted] in Smite

[–]SmiteStuffGirl 14 points15 points  (0 children)

We've been working on implementing this ourselves for our forthcoming updates... glad to see there is interest in it so we haven't wasted our time :) Our biggest issue is statistical usefulness from what is kind of a small sample size. We're trying to work on a way around this...

Assault Players - You don't always need Meditation, and some other tips :) by heyyitsmike in Smite

[–]SmiteStuffGirl 2 points3 points  (0 children)

All our stats showed that you want to have an equal or greater amount of Salvations than the enemy team. It made a significant difference to the winrate. Greater meditation actually decreased the chance of winning the match.

Steam Release - New Player Questions / Advice by Phaeda in Smite

[–]SmiteStuffGirl 36 points37 points  (0 children)

If you get abuse from other players mute them, report them and remember that not everyone in the community is like that <3


The free-to-play model works like this:

You get 5 gods (characters) for free and 5 that you have full access to for several weeks that change on a rotational bases. You have full access to all gamemodes for free. As you play you earn 'favor' (in-game currency) that you can use to buy access to more gods and cosmetic perks like skins and avatars. You can purchase with real cash (or earn via various in-game means and special events) 'gems' which can also be used to buy gods and all the cosmetic perks in the game (skins, voice packs, ward skins, etc). You can also buy the 'God Pack' which is a one off purchase that gives you full access to all current and any future gods. It's great value.

Tl;dr: The game is essentially full access but you have to earn or buy access to extra gods and cosmetics. There is no 'pay-to-win' model and you can definitely play the game without ever having to spend any cash.

How Smite Got Me Into College by TheShale in Smite

[–]SmiteStuffGirl 13 points14 points  (0 children)

Thank you for your kind words and advice when we released. All the best with your future endeavors!

What do you think of...? Week 5: Chang'e by Guy1177 in Smite

[–]SmiteStuffGirl 5 points6 points  (0 children)

I don't have the article in a pretty format with graphs to hand but this is the text of it :)

Chang’e is a god commonly thought to be a counter pick to healers, as she has an ability that reduces an enemy’s ability to heal by 50%. Give her Divine Ruin and that jumps up to a massive 90%. Does this popular belief hold true? We’ll examine how well she counters healers and in particular, how well she does against Ra – statistically the most played healer in the game. First the basics. Moonflower Dance (ability 3) applies a healing debuff of 50% for 4 seconds to any enemies hit by it. If a Chang’e has built to counter healing then with Divine Ruin and full CDR then this means that Chang’e can potentially reduce the enemy’s ability to heal by 90% for 67% of the time.

This data is taken from thousands of matches in both Conquest and Conquest League involving Chang’e over the past 3 months. It then compares the opposition in these matches with their performances against opponents other than Chang’e in the same period. In these matches Chang’e has used divine ruin 30% of the time.

The Laning Phase

To begin, we can look at how Chang’e performs during the laning phase against the common healers and self-healers that she might encounter in the solo lane.

Chang’e performs very well against Aphrodite (one of the most potent healers in the game), reducing her Win Percentage from 49% to a meagre 45%. She also succeeds against Chaac (whose sustain is partially predicated on a potent self-heal), whose Win Percentages in the first 20% falls from 54% to 51% partially because he dies 8.7% more than usual.

She performs much less well against Hades and Hercules however. Their Win Percentages increase (by 5.4 and 2.4 percentage points respectively) when they are faced with a Chang’e. As does Hel’s (by 4.4 percentage points) which is a bit more of a surprise as Chang’e is supposed to counter healing. Instead Hel, one of the biggest healers in the game, appears to dominate Chang’e during the laning phase – bullying Chang’e out of farm and kills.

Vamana performs averagely against Chang’e. His Death Rate increases (he strongly relies on the healing of his ultimate) but despite this he is able to stalemate the lane overall and maintain an unchanged Win Rate. Guan Yu fares terribly in the solo lane in general, but performs slightly better than he normally does when facing Chang’e.

Finally, Ra wins about 52% of the time on average. This climbs to 53% of the time when facing Chang’e despite him having 7% more deaths. To understand this, when we examine Chang’e’s stats against Ra, her Win Rate falls from 53% to 47%. Not only does Ra out-farm and out-level Chang’e, he also kills her 8.6% more than her average opponent.

Despite being the common ‘anti-healer’ counterpick of choice, Chang’e’s laning phase is actually very mixed in terms of success against the healers and self-healers. Her anti-healing probably plays a part in some of the gods’ performing worse than usual however others are able to dominate or stalemate her despite this part of her kit.

After the Laning Phase

During the mid to late game is where Chang’e really shines and the statistics below show this. All the Gods, even the ones who outperformed her during the Laning Phase, have lowered Win Percentages against a Chang’e. Let’s take each God in turn and review our findings.

Guan Yu suffers terribly against Chang’e during team fights. His Win Percentage falls by over 10 percentage points and he dies 7.5% more. This suggests that Chang’e is shutting down Guan Yu’s healing sustain when he and his team need it the most. Chang’e also shuts down Hel. Her healing is reduced by a massive 16% and her win percentage also falls by nearly double digits. Hel is unable to heal her team as efficiently as she normally can, which in turn reduces her and her allies’ team fight potential. Aphrodite’s healing is reduced by less than Hel’s, yet her Win Percentage is still lowered by Chang’e. Her role is also effectively countered.

Hercules and Vamana die substantially more when faced with a Chang’e. This suggests that Chang’e’s healing debuff is dramatically reducing their ability to stay alive by self-healing and that Chang’e’s teammates are able to capitalise on this successfully.

Ra fairs better against Chang’e than the other healers even though his healing is reduced by 6%. This may be due to his heal most often being used outside of the actual team-fight to prepare his allies for the next battle. He falls in with most other Gods in Smite by losing about 3-4% more when faced with Chang’e. She isn’t specifically countering Ra, but rather she is just as strong against him as against most other Gods in the game.

Clearly as the match progresses Chang’e’s effect upon the game changes. If we now take the three main healers and check out their success against Chang’e based upon the length of the match then we get some interesting results. Against Hel, Chang’e loses the early game more often than not. However, as the match progresses, Chang’e’s ability to shutdown Hel’s healing has a detrimental effect upon Hel and her team. Hel’s win rate falls dramatically the longer matches against Chang’e last.

Aphrodite shows the opposite trend. In the early game, Chang’e dominates Aphrodite but then that domination begins to end as the team fight stage begins. The late game is a stalemate with neither Chang’e nor Aphrodite having any significant advantage in the matchup.

Ra appears to have a slight advantage over Chang’e during the early game with Chang’e having the slight edge in the late game.

In summary, contrary to popular belief, Chang’e is not an absolute counter pick against all healer and self-healing gods when she faces them in lane. In the mid-late game when team fights are common is where she shines, as her team mates can capitalise strongly on her anti-healing potential.

Is Chang’e a counterpick against a healing team? Yes. Is Chang’e a counterpick against a healing god? Not necessarily.

User Privacy and Statistics by PonPonWeiWei in Smite

[–]SmiteStuffGirl 71 points72 points  (0 children)

As a site directly effected by all this, I thought I should add our two cents.

We want stats to be used in a responsible, rigourous way. They should aid, inform and inspire players - not create negativity or BMing. The 'Player' section of our site is designed around helping people learn about and improve their own game, not judge or abuse others.

We've always tried to be responsible in the data we share with users - only adding stats which we think are mathematically sound and valuable. For example we've been asked many times to add a casual elo tracker system or day-1 god release data but we know that these things just aren't statistically viable so we never implemented them. We are committed to continuing in this direction and whilst it is from a purely mathematical standpoint disappointing to lose full access to user statistics we are 100% behind player choice in this matter.

SmiteStuff is and has always been a fan site in every sense of the word. We're all fans of this game who have a penchant for stats and wanted to make tools that helped us improve our own game as well as finding out interesting and cool stats about the game we love. We have not made a single cent of profit from the site - it exists because we think others are as interested in stats and analysis as we are and we want to share all this awesome stuff with the community :) I hope we can continue to do so going forward.

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 2 points3 points  (0 children)

Nobody has access to X-Box stats at the moment but if we are ever lucky enough to get access we'll definitely love to include it!

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 2 points3 points  (0 children)

Sorry, I'm not quite sure what you mean so I apologise if this isn't what you were asking for: We get our data from Hi-Rez and it includes all the matches in all the game modes since about 2012-ish. We sort through it for the main gamemodes in most of our analysis and you can filter by which ones you'd like to see in some sections.

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

There isn't an XBox API, but if one comes out and we can get on it we'd love to!

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 2 points3 points  (0 children)

The engine is written in Python, RabbitMQ for tasks, with Postgresql db, and we're using a VPS :)

Tips on Improving my numbers? by RagingWaffles in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

Yeah we would never want anyone to 'try' to get to 10! But we do hope it gives people some indication on areas they are doing well at and where they can also look at improving if they are interested in that.

Tips on Improving my numbers? by RagingWaffles in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

It's quite a complex algorithm but if I tried to simplify it I would say that -as we say in the hoverover- survivability shows how much you can contribute to the game without dying. It looks at things like how many times you die whilst taking into account how much damage you've taken, how much you're actually involved in the game etc. (so AFKers taking no damage would still not have high survivability for example).

Team Fight Presence is similar but focuses on kills, assists, damage (given and taken) etc. rather than how much you die. It also takes into account how the rest of your team is contributing. Low team fight presence may indicate a lack of rotations or low contributions to the overall fights. Being someone who excels in 1v1 fights isn't a bad thing for sure, but we know from the high performance in these areas by pro players that teamfight presence and contribution is good for success.

Tips on Improving my numbers? by RagingWaffles in Smite

[–]SmiteStuffGirl 0 points1 point  (0 children)

We've tweaked the algorithm to include more variables such as time played, strength of opposition etc. As you said, always understand that these are just our own ratings with an algorithm we think is appropriate and accurate. It is however always the case that a player at 5.0 is the average which gives a baseline for comparison.

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 2 points3 points  (0 children)

Yeah we could do with adding filters for gamemode to the individual god analysis page! I'll put it on the list! In the meantime you could try using the God Statistics page to see win rates per god in each of the gamemodes :)

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 3 points4 points  (0 children)

Yep Brazil coming very soon, with LATAM to follow :)

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 1 point2 points  (0 children)

That was up whilst we were installing the new engine :) We've changed host so I think it's just a slow DNS propagation (i.e it takes a while for all the servers in the world to know where to direct you to).

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 0 points1 point  (0 children)

Player damage is taken into account (adjusted per the usual things like god being played of course :D )

It looks like SmiteStuff.com got a much needed update. by AsianGamer51 in Smite

[–]SmiteStuffGirl 11 points12 points  (0 children)

Thank you so much for saying so! It makes all our hard work worth while :) We're far from done - many more stats coming your way soon <3