Also for whoever has a long battle history in the database now the PR for last ~1000 battles appears as well in the profile.
Also there is now signature support for registered players, and automatic nightly updates of stats for registered players with a linked WoT account.
Update 5-Jan - Moved NoobMeter to new server.
New feature - Inputting two or three names (delimited by commas, spaces, whatever) brings up a comparison screen.
Update 23 Dec - scatter charts for clans.
Update 20-Dec: Added more kinds of server top lists. Also tried to make sure users with US locale get NA server in dropdown by default, not sure if succeeded.
Update 18-Dec: added graphs in player and recent result pages if enough data is available
Update 16-Dec: added initial support for viewing your recent results in slightly more detail (if it is available in database).
Update 12-Dec - Added viewing by clan (only for players in DB / viewed since clan viewing was added).
Update 01-Dec: Added "Server Top" feature (from players updated in the database).
Update 24-Nov: Now showing Performance Rating for recent battles for those players who have at least 25 of them in the database. Due to sample size, of course, results can vary.
Update 20-Nov: new version deployed with:
Significantly lowered impact of winrate compared to damage
Completely rewritten / improved / largely eliminated "penalties" mechanism
- Now showing rating descriptions in results screen (subject to change)
We've developed an early version of performance rating, and it's available at
Remember to pick "NA" server in drop-down for results for this server.
Q. What is this?
A. This site calculates the "performance rating" for the World of Tanks players you specify.
It is currently in alpha stage (early release).
Q. What is the performance rating?
A. It is a calculated value assessing the player skill, based on an assessment of the tanks the player is playing, the damage dealt (considering tanks played!) and the win rate.
Q. How is the performance rating better than efficiency rating?
A. It is a more accurate assessment of player skill, as it focuses on two values which are hard to boost together - damage dealt, and win rate (CW/TC can boost win rate but will lower damage dealt). A player generally cannot improve these two values without directly helping his team, thus there is no way to selfishly inflate the performance rating values.
Q. What are the issues with efficiency rating?
A. Efficiency rating is flawed in many ways and allows players to boost it if they focus on simply doing things which increase the efficiency rating.
In particular, it over-values capping and initial spotting, and players who mostly worry about efficiency rating ruin games for others by 'ninja-capping' or 'suicide-spotting'.
For example, a player on the EU server has the absurd efficiency rating of 16,505 attained in exactly one battle in a 'loltractor'. Such examples are plenty.
Q: Many players with high efficiency rating also have a high performance rating, so what is the point?
A: Good players that care for their team and help winning have both high efficiency rating and performance rating. Only players who artificially boost their efficiency without helping their team get a lower performance rating.
So for the majority of players these two values will indeed correlate.
Also note that the scales of ER and PR are different (see below)!
Q. Can you publish the exact formula for performance rating?
A. Not at this point. It is a complex algorithm, not a formula, so would involve publishing the source code.
However, the main things it looks at are:
- What damage have you done? This has the most impact, and is evaluated considering what tanks/tiers are played.
- What is your win-rate?
Q. I think the performance rating of player X is wrong, it should be higher/lower.
A. Please post the player name in this discussion thread and we will evaluate.
Q. What are some general guidelines for evaluating performance rating?
A. In general, although these may be reevaluated later:
- Less than 1150 - bad player
- 1150 to 1250 - below average player
- 1250 to 1450 - average player
- 1450 to 1750 - good player
- 1850 to 1950 - great player
- 1950 to 2000 - excellent player
- More than 2000 - "Unicum"
A. WarGaming only publishes a limited set of data to their web site, which limits the options. Of these, we have chosen the parameters that are the most relevant to evaluating player performance, and ignored others such as initial spotting, cap points and average experience as they are either too easy to boost or are too inconsistent (e.g., depend on presence of premium account).
Q. Why are you not including kills per battle?
A. Kills are sufficiently accounted for in damage and winrate. Any kill helpful to the battle effort will indirectly raise the winrate and any kill by definition increases damage.
It just introduces another variable to muddle things up for no great advantage. And it could encourage someone to actively kill-steal.
Q. Why are you not including defence points?
A. Any defence helpful to the battle effort will indirectly raise the winrate, and is thus already accounted for in the rating.
Including it could encourage people to "farm" defence points by waiting for enemy to cap longer before resetting if the situation permits doing it safely.
Q. Why are some people so angry in this thread and/or are trolling?
Usually, because their performance rating is lower than they believe they deserve. And usually that is because they have gamed / boosted their efficiency rating.
We'll be very interested to hear your comments!