Analysis and Deconstruction of WTR

I’ve considered doing this article for some time and the catalyst for writing it now was watching the video by NoZoupForYou found here. He makes some very valid and straight forward points about the current metric that Warship players use the measure themselves and others by. So why is WTR such ‘BS’ as Zoup so eloquently put it? Further, if it is such BS why does everyone use it and is there anything better?

 

What is WTR?

The first order of business is to discuss WTR and how it’s calculated. As mentioned on the Warships.Today website, WTR consists average damage, average kills (both ships and planes on a 20:1 ratio) and Win Rate, in a 50:30:20 composition respectively.[1] If you are confused as to what this means, your damage above that of the average accounts for half of your WTR, while the combination of the other two account for the other half. Simply put, in order to boost your WTR, do lots of damage. These ratios are important to consider because even if you get below average kills and win rate, but still maintain a higher than average damage, you will maintain or boost your WTR. Statistically, this is flawed in my opinion if you want to have a true measure of someone’s skill. It’s really just measuring someone’s ability to deal damage and get a few kills. Further, WTR utilizes coefficients for each variable to counter the fact that zeros will occur. This is important as you can’t divide by zero, but more so as you are given points based on what everyone else has done, for doing nothing – in theory.

These measures, though they can affect the outcome of a battle in the long run, do not directly help the team win the battle in the short run. It does not account for cap points[2] – a key component in winning a battle and in defining team play, it doesn’t account for spotting, concealing teammates, karma points, survivability or anything else that could help the team.

 

Why Does Everyone Use It?

The biggest reason it is so popular as a player metric for World of Warships is it was the only one out there, and as such has built a large ‘fan’ base as it were. Another reason that is it popular is, for those that came from World of Tanks, it looks and acts a lot like the WN8 rating that has become the standard for that game. Think of it like a bad ISP (internet service provider) at this point, if it’s the only game in town, and you want internet, you buy into that one. It probably has horrible speeds and is very unreliable, but it’s the only thing you have so what the hay. Back to the case of WTR, everyone wants to know how ‘good’ they are or how good or bad someone else is and they need that one stick to measure them by. WTR is that stick.

Is There Anything Better?

To my knowledge, there is nothing better out there yet to measure a player’s skill like WTR is. With that said, and to reiterate what was earlier discussed, measuring a player’s overall skill in this game just doesn’t work well due to the differences in ship classes and game balance. This leads me to the only current alternative that I am aware of and that’s the WoWReplays Ship Rating. Bias aside, it considers more measures to calculate the rating and does not need coefficients to counter zeros due to the nature in which it’s calculated and focuses on a players ability in individual ships as opposed to overall. However, there are flaws with the measure, particularly for CV players, which are being addressed. Further, with the acquisition of the Blowfish key to decrypt the replay files, we’ll be able to capture and utilize far more data, more accurately, to tweak the Ship Rating and make it even better. Finally, there are plans in the works to create a site, much like Warships.Today and wowstats.org, dedicated solely to the statistical information of individual players. Until that point however, the current Ship Rating will continue to be tweaked and refined to make it as accurate as possible.

 

Conclusion

The WTR is flawed for sure, but as I have mentioned in previous articles, it’s a tool. Though it might not be the best tool for the job, when used correctly and in conjunction with the others available, it can still be quite useful. It is not the be all, end all by any means, nor is the Ship Rating. They both use some of the same information to create a singular number that is easy to read, but do it differently. We have to use the information that we have available and both sites have done so. My personal advice on the matter however is when you use this information to ‘measure’ a player other than yourself, consider ALL the factors that go into its creating before your final decision and then look that the player’s individual numbers to verify. Happy Sailing.


[1] https://na.warships.today/help/warships_today_rating

[2] The data supplied to both WoWReplays and Warships.Today via the WG API in regards to cap points is incorrect. There is currently no way, using that data, to correctly compare a player’s average cap points to that of the population, either per ship or population.

Author: SnipeySnipes

A technical and analytic writer for the WoWReplays.com blog - I focus on nuances and details that are often ignored or over looked by other World of Warships community contributors. With a background in the social sciences and statistics I aim to answer questions about the game and player population as a whole, backing my findings with numbers as proof. I play World of Warships as often as I can but by no means am a "professional." Though I would say I perform better then the average player, I still screw up and die often! You can find me in game or hanging about the WoWReplays Discord server. Hit me up for questions, comments or suggestions. Snide remarks or toxic comments will be forwarded to my complaints department for disposal.

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