One noobish question now that we're talking about "ELO". How the *derp* do you see your ELO?
I haven't even heard the word before I joined Mobafire. x_x'
Is it about ranked games maybe? xd
I haven't even heard the word before I joined Mobafire. x_x'
Is it about ranked games maybe? xd

Thanks to jhoijhoi, Brynolf, Jeffy40hands, Samoh, MissMaw, Vavena, Koksei and The-Nameless-Bard for my signs
Yougan wrote:
One noobish question now that we're talking about "ELO". How the *derp* do you see your ELO?
I haven't even heard the word before I joined Mobafire. x_x'
Is it about ranked games maybe? xd
After 10 ranked games you gain a ELO. Afterwards when playing a ranked game, you can see how much ELO you gained/lost on the gamescore screen after a ranked match finish's, normally under the IP you gained on the top right screen.
How is my rating measured over time?
We use a modified version of the Elo system. The basic gist of the Elo system is that it uses math to compare two player ratings to guess the game result – like, “Bob will win vs Jim 75% of the time”.
From there, the game is played. If you win, you gain points, if you lose, you lose points. If your win was “surprising” (i.e. the system thought you would lose), the points you gain are larger. Additionally, if you are a newer player, you gain and lose points more rapidly so that you get to your skill level faster. Over time, this means that good players end up high rated because they do better than the system expects, until the system is guessing correctly how often they will win.
We modified this for team use, and basically, the concept is that you get a team elo based on whoever is on the team, and if you win, it’s assumed that everyone on the team was “better” than the guess, and gains points. There are some problems with this, but it generally works out, especially if people use pre-mades a little bit.
We also do a few little things to nudge your elo rating in the right direction when you start out so that people get where they need to get faster.
We use various proprietary methods to identify players that are significantly more skilled than a typical newb, and boot their rating up a bunch behind the scenes when we notice this.
Gaining levels boosts your elo rating a lot. This further helps separate level 30 summoners from low level summoners.
We use a modified version of the Elo system. The basic gist of the Elo system is that it uses math to compare two player ratings to guess the game result – like, “Bob will win vs Jim 75% of the time”.
From there, the game is played. If you win, you gain points, if you lose, you lose points. If your win was “surprising” (i.e. the system thought you would lose), the points you gain are larger. Additionally, if you are a newer player, you gain and lose points more rapidly so that you get to your skill level faster. Over time, this means that good players end up high rated because they do better than the system expects, until the system is guessing correctly how often they will win.
We modified this for team use, and basically, the concept is that you get a team elo based on whoever is on the team, and if you win, it’s assumed that everyone on the team was “better” than the guess, and gains points. There are some problems with this, but it generally works out, especially if people use pre-mades a little bit.
We also do a few little things to nudge your elo rating in the right direction when you start out so that people get where they need to get faster.
We use various proprietary methods to identify players that are significantly more skilled than a typical newb, and boot their rating up a bunch behind the scenes when we notice this.
Gaining levels boosts your elo rating a lot. This further helps separate level 30 summoners from low level summoners.
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