ELO and gaining exp

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Xephorical

Junior Member

10-08-2012

How does ELO work once you have attained level 30? I have come across quite a few people saying they are in "ELO he**". What exactly does this mean? Also, the influence points I gain per game vary anywhere from 70 to 200, what stats are important for gaining these points and how does one develop a consistency in points per game? Thanks for taking your time to help a semi-noob (summoner lvl 11)!


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Xtrordinari

Senior Member

10-08-2012

http://en.wikipedia.org/wiki/Elo_rating_system

It's pretty similiar to how in Starcraft 2 you have rankings that're seperated into tiers. Bronze, Silver, Gold, ect. It's just a basis for ranking players according to skill with a number or "elo" designating where they are in relation to other players. It's pretty much decided by playing ranked games which'll decide your ranked elo thats shown to other players. There's also a hidden normal elo for normal games that noone sees.

http://leagueoflegends.wikia.com/wiki/Influence_Points

The IP you gain is related to a lot of different factors including time taken to finish the game, whether you won or lost, how fast you happened to win or lose, ect. The link above explains pretty much everything you could want to know about IP gains and why they happen the way they do.


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LegendaryLemur

Senior Member

10-08-2012

elo hell is when people's elo drops and they claim that because of being paired with afk'ers/leavers they cant get their elo up.

The existence of elo hell is disputed.

The detractors claim that the opponent team is just as (more actually, since you arent one) likely to have an afk'er/leaver.

A really good support could possibly be trapped in elo hell if they can't carry well, i think but thats just my personal input


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ACGIFT

Senior Member

10-08-2012

Elo works normally once you hit level 30; it's actually BEFORE level 30 that's the exception to the standard system. It's a mathematical rating system based upon granting points based on the rating of those you BEAT, and subtracting based on those you LOSE to.

Hence:

  • If you beat someone of the same Elo, you were predicted to have a 50/50 shot of winning, so you gain a moderate amount; if you lost you'd lose the same amount.
  • If you played against someone with a higher Elo than you, the odds predicted they'd be more likely to win. As a result, beating them would net you MORE points, while losing would cost you LESS.
  • If you played against someone with a lower Elo than you, odds are favoring you to win: hence losing it would give you a BIGGER penalty for losing, compared to a relatively small bonus for winning.

Elo scale follows a "normal distribution;" the majority of everyone falls close to the "average point," which for Elo here I believe is 1,150. (the boundary between Bronze and Silver) The higher the score, the comparatively rarer it is; only perhaps 10% of people at most are of the gold rank (1,500) or higher.

"Elo hell" is a term used to describe a few supposed effects found in the "Average range" where most people are. Part of it has to deal with the matchmaking process, where not all 10 players will be equal to each other, and to achieve a sort of balance, a team will have a diversity of player Elos; however, since your individual elo is compared to the enemy TEAM elo, this can result in a sort of net "push to neutral" in elo points: the worst player (read: low elo) on the team has less to lose for losing a match than the best player on the team, and if they stuck playing together, eventually their Elos would all trend to be the same; the best player's Elo would drop to match the middle-player's, while the worst player's Elo would rise, eventually matching the best player's by meeting it in the middle.

Since a lot of the inner workings of the elo and matchmaking system are kept secret, the exact strength of these effects, and whether they have a REAL impact, are mostly subject to speculation.

Lastly, in a PvP match (be it ranked or unranked) the IP you earn is based upon how long the match went on and whether you won or lost; it's a flat number plus a certain number of points for every minute it went on. Also, there is a minimum and maximum on the number of minutes; shorter matches than the minimum will give more points to equate the minimum, and past the maximum you will stop earning IP per minute.

For Summoner's Rift, the range is 25-55 minutes. Lastly, if the game was a botmatch, you can be penalized based on your level; at level 30 beginner botmatches only yield 55% the IP, and intermediate botmatches are reduced to 80%.


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Xephorical

Junior Member

10-09-2012

Thx guys