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, 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.



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.


[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.

Playing To Your Strengths: A How-To Guide

As a novice or even ‘average’ World of Ships player, playing to your strengths can be difficult. You’re likely just figuring out the game, the mechanics, a particular ship, etc. This shouldn’t stop you from finding your own niche of play and using it to your advantage. Often times, figuring this out early (or earlier than most) will make forward progress move much faster and playing a new ship, or even class, that much easier. So how can you determine your strengths? How do I profit from those strengths? What can I do to improve them? Continue reading to get an idea.

Continue reading “Playing To Your Strengths: A How-To Guide”

Article Content Poll

As many of you have seen, most of the articles I write have to do with stats and analytics. Though I do enjoy writing them, and try to make them as friendly to the populace as I can, I’m wondering what else you might like to read about in regards to World of Warships. The poll options include topics that I feel qualified to discuss and write about and am currently able to write about. (Sorry, I’m not a community contributor, so I can get info on new ships or their stats). Also, please feel free to post suggestions for articles and content in the comments as well, I probably left things out.

WoWReplays Ship and Aggression Ratings

Ship Rating

The WoWReplays Ship rating is evaluating the player’s average statistics (ability) in a ship against the overall population of average statistics in that ship. No weights are currently applied to any of the values.

Formula Components:

  • Win Rate
  • Damage
  • Kills
  • Experience
  • Survived Wins[1]
  • Survival Rate

Continue reading “WoWReplays Ship and Aggression Ratings”

Analysis of Stat Measurements: How They are Created and What They Mean

For the past few months, I have been working closely with Jammin411 of to validate and recreate the Ship Rating and Aggression/Passiveness statistics that are used on the website. Literally, millions of cases of data have been analyzed to find the best variables to use and how to make them come together to get the results that we are looking for. Both stats offered their own challenges such as, “What are we trying to measure?” “What variables can be used to measure that?” “Is this really measuring what we want it to?” and “How do we explain these to the community?” This article will go on to explain the process, in short, of how the formulas were created and how the variables used were chosen. Further, I will also explain what the scores for each represent and what to you need to know when reading them on the site.

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Secondary Monster: Who has the Best Secondaries in the Game?

It was suggested that I analyze whether or not it was worth the credits and captains points to spec out certain ships for secondaries or to use them for other things. With the current data, this is almost impossible as it would be very difficult to collect the data or even run a small experiment due to the sheer number of possibilities. However, what I can do is make a determination on which ship has the best secondaries in the game – period. The top three contenders, for data that I currently have available (and there is not enough data yet for the Tirpitz – I may revisit this in the future), are the Bismark, Yamato, and Großer Kurfürst (G.K.). They all have a vast array of secondary guns that with the right modules, training, and flags are capable of engaging targets out to 10.6km. So how do they stack up against each other and who’s the best? First, let’s get a breakdown of the secondaries of each ship.

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Capn’s Cruiser Corner – Please, Wargaming…

This week I played the Minotaur on the Public Test Server. It is a fun ship, reminding me of the Atlanta in the rate of fire and turret traverse, minus the chance of fire and with bigger guns, of course. I did not really have any great games like you see in the videos. One game I remember, there were three of us left and maybe five enemies, but we had the points advantage from early capping. I took the last cap by myself and smoked up. Then it was just me left, but we were still comfortably ahead and time was running out. If I could have just run away we would have won and I would have earned Solo Warrior. But it was not to be. As I ran, the enemy carrier sent planes over me, and despite having one of the best AA ratings I only downed a couple. He bombed me, but more importantly, lit me up for the remaining enemy BBs, who did not take long to wreck me.

Continue reading “Capn’s Cruiser Corner – Please, Wargaming…”