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There is no such calculation, the efficiency calculation formula of each level of car and type will be different, the most important thing about efficiency is output, the same is output, you take a level 2 car to hit 1000 damage can get 2000 efficiency, but 1000 damage in level 10 car is just a matter of two guns, you can only get a few hundred efficiency, it is a failing goods.
Also, 37 games actually destroyed 1019, and you destroyed an average of 30 per game, not to mention killing the whole game, but also changing yourself?
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There is a single-game efficiency of a bicycle on the Internet After all, not every game is so good or so bad But it's useless Playing well is playing well It's useless to see the efficiency At most, you know the level of this player Anyway, the game has already started in the room Can you still choose to queue up from the new.
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Eldest brother! The first calculation of the efficiency value seems to be very laborious, and the second is that you only need to know your name and the region to check the Internet! Why bother? There are two ways for you to check! The first is ** World of Tanks, and there is a query function in the box, and the second is to.
**You can also check! Login**That check is more detailed!
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Direct -- World of Tanks results query.
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Is it necessary to be so troublesome, directly query the efficiency value of the tank world, who has the leisure to help you calculate it manually.
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My efficiency value is 1365, I don't play the team, I don't team up, I don't have a team, I go alone.
As far as I know, the efficiency value seems to be based on the average detection per game (the first discovery), the average kill per game (effective damage, this data does not need to be discounted when calculating light, medium and heavy tanks, and there is a discount for TD and artillery in the calculation, mainly because these two tanks are high-output tanks and are often output out of sight), average destruction per game, average capture per game, and average defense per game (effective kill and capture of enemies), and win rate has nothing to do with it. I haven't studied the specific formula, some people say that it is easy to improve the efficiency value of a small car, but I think it is easier to play a big car, after all, the average output of a large car is easy to be high.
If you want to quickly improve the efficiency value, I think the main thing is to improve your own skills and awareness, and the goal of everything is to increase the average output per game, and play more cars above level 8, when I have 8500 damage on 1 destruction, I think I don't really need to care too much about the number of heads, as long as the output is high, there will naturally be heads. As for the occupation, it will be good according to the situation, for example, there is one or two enemies left in the end, and you think that you may be able to hit 1 shot or even not at all if you run over, so it is better to occupy the flag. The same is true for defense, don't fight an enemy to the death, it's important to delay the occupation time after each fight.
I don't play artillery, I don't play with TD, I don't play with heavy, I prefer medium tanks. I don't think the win rate is more telling than the efficiency, I rarely form a team, I think the luck component of the single field team win rate is higher than the technical component, after all, no matter how strong you are, it is one in 30, and it is already quite good that you can win or lose 5.
You can't just increase the average output of a car, when you check the efficiency value, you have to look at your total average per game, and that is the problem.
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Play more with reconnaissance vehicles, don't be a detective... Silence or wandering or something like that ... It is helpful to be familiar with the map and train the awareness (after all, it is a car that controls the field) and novices can get on the ELC, which is relatively easy and the repair fee is cheap.
It's a little more advanced... Change the Xia Fei (directly on the Xia Fei is also OK) The efficiency is long. . . Then 2801 and 502 can be so efficient that the efficiency is higher three turns to brush...
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According to the formula of combat effectiveness, it is related to those four items, so combat effectiveness and win rate are not 100% consistent, and lighting up the damage or something is useless for combat effectiveness, but it is still very useful for the team, depending on your own ideas. High combat effectiveness does not necessarily have a high winning rate, I think the winning rate is more convincing than combat effectiveness, combat effectiveness only indicates individual performance, and winning rate can show your contribution to the team.
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Light up, occupy, and output all add efficiency values, so it's not just the output that can improve efficiency, so let's light up more.
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After 10,000 games, the efficiency will be slow, and the base is there.
I have more than 10,000 games and more than 900 efficiency. Playing 100-200 games can also increase the efficiency by about 5-10 points.
If the level 5 car hits an output of 1000, the efficiency can be increased.
Then there is no VIP to come out with a new car, and there are many times with less experience and delay.
Playing a car above level 8 must ensure an output of 2000, otherwise it will lose efficiency.
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The efficiency value is useful, can you pay a salary or a certificate if you go up to 900?
If you want to improve your efficiency value, it means that the landlord is a positive young man (at least in terms of games), but it is more important to correct your mentality than to improve your efficiency value.
Playing the game graph is enjoyable, not being played by the game!
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In fact, efficiency doesn't matter to you.,After all, it's 2w field.,It's hard to improve.。。。 The efficiency formula is tied to the average damage or capture per round, and the damage of 2w multi-game is averaged down... It's hard to improve.
You don't have to pay too much attention to the efficiency value, even if you hang up with 200 efficiency, what can you do, 200 efficiency of the car 6 kill the warriors, for those who have thousands of efficiency, the technology is real.
I've only played more than 2,000 games, and the efficiency was 999, but after playing the British car, it fell to 965... In fact, generally speaking, the efficiency is not less than 400, and no one sprays it.
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Level 1: 100
Level 2: 170
Level 3: 300 (70).
Level 4: 380 (30).
Level 5: 600 (100).
Level 6: 800 (50).
Level 7: 1050
Level 8: 1350 (-50).
Level 9: 1750 (-50).
Level 10: 2100 (-200).
Base damage multiplier.
Heavy Tan 1 Medium Tan 1 Tan J 1 ( Artillery Light Tan 1 Basic Formula (Weighted Damage Value * 800 Average Lighting per Game * Weighted Lighting Points) * (1 5% * Average Capture 15% * Average Flag Guarding per Game).
Average capture per game cap 2
Average flag protection cap per game.
The weighted damage value is equal to.
Weighted light scores.
According to the formula (the winning rate of the bicycle is calculated, the range is 50-200 (this part was originally intended to be achieved simply with a weighted average, but there is no data on the lighting of the bicycle, so the method of simulation is adopted.) The consequence is that if the average lighting ratio of your tank type is similar to that in the table, the value is accurate. If you have a tank with a lower weighted light score and have a higher light than the proportion, it will be stained, and if the tank with a higher light score has a higher light up than the proportion, it will suffer, but usually the difference is not large).
Finally, there are special cases.
Tier 1-3 tanks are uniformly counted according to weight.
A32 is calculated as light tank.
Xiafei is counted as level 6.
1390 is counted as a level 8.
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