[Data] The Most Popular HP Boosted Monsters in the game

All of that does not change the fact that the majority of the myths does not get anything from the boost now and you are reserved to boost only the already tanky ones (which they mostly have either HG or % passive on top).

We could run different myths combos in front because they were not as fragile, but now meta seems to be back to: Bastia Momo next to each other + 2x fast sweepers.

You’re confusing valid points made against you with gatekeeping. I already explained this to you on discord. The first 50-100 games are always way easier because of the way the matchmaking is setup. You could play 1000 matches that won’t mean much of anything if the vast majority of them were from the first matches of the season.

I’d bet the majority of everyone’s highest winstreaks started from the first 50 games of a season. That was how I got my 95 winstreak (28ws at end of unranked + 68ws after ranked started and matchmaking was reset), my 63 winstreak (same situation as 95ws but 32 + 31), and several 50 winstreaks. Looking back on all of my screenshots, I don’t see a single 50ws that happened after the first 100 games and wasn’t during ranked. Is that enough proof for you or am I still just gatekeeping? I honestly don’t care enough about the hp boost problem since maple and cobra are working great so I’m not gonna bother responding about that.

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Okay so win rates and PvP perspectives only matter for games done after the first 100 matches in a season. Got it, I’ll leave it to the tiny handful of people who that encompasses while I just get my thousand easy wins each year that don’t matter.

I know that’s sarcasm so real talk I enjoyed the chuckle and I hope you’ll switch your tune another time.

They don’t matter in the sense that it’s not nearly as impressive as getting a high ws or keeping a high winrate after 100 wins. I’ll switch my tune when you realize that we aren’t gatekeeping, you just don’t know how the matchmaking works. If someone’s lack of understanding is clearly due to a lack of relevant experience, it isn’t gatekeeping to point that out as support for a counter argument. And as I said before, I can’t really blame you for not knowing since you haven’t experienced it all that much since the changes. Anyway, try getting a 50ws starting after 100 games or keeping a 95% winrate for 200 games during unranked and let me know how difficult it was for you. I haven’t managed to do the former so good luck.

Edit: oh and all of this was sarcasm :wink::wink::wink:

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Even you as a “mathematician” should know 50 is miniscule sample size. With a matchmaking such as neo this makes it even more scuffed

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I think this is probably the best statement I’ve read on the topic of gatekeeping!

I get that high win rate is hard to maintain over a large number of matches, regardless of whether matchmaking changes at some random point. My point wasn’t about the number itself, it was that it jumped up a noticeable amount once I played with HP boosted mythics with a side point about it being very high (i.e. HP boosted mythics are enabling a high win rate). You guys just pushed that aside because you called it an improper sample??

Completely, and it’s not what I was saying. I shared a screenshot but said this is the win rate I was consistently seeing all this year. I.e. a much bigger sample than 50.

No one is stopping you from sharing your opinions, but being uninformed will stop you from having an informed opinion. If you consider that gatekeeping then you’ll either have to get informed or take moderator action against me.

Going back to hp boosted mythics, they’ll obviously improve your winrate the more of them you have, especially since you boosted the high defense mythics. @Unown simply pointed out that your battle log means nothing since it’s ten times easier to get good records in the first ~50 games. At that point, variations in the number of tough opponents you face from season to season will skew your winrate way more than hp boosts would. You’re still right about hp boosts increasing your winrate tho. That’s just common sense.

Edit: I’ll try to explain myself better. With this situation, most active pvp players know that as you play more games, you face way more tough opponents to the point where the first 50-100 games aren’t at all representative of your team’s actual winrate. I know that something isn’t necessarily true even if a lot of people believe it, which is why we have thousands of games to back this up. Everyone I’ve talked to got their highest winstreak soon after a matchmaking reset. If you ask around, you’ll get similar results. Someone keeping a 95% winrate past 200 games could be almost as rare as someone getting a 60ws. Now what about getting a +95% winrate in the first 50 games? Happens multiple times a season. You could also get unlucky and face more top players in your first 50 games than usual and then all a sudden your winrate is down by a noticeable amount. Conversely, you could also face a low amount of top players and then you’ve got your 98% winrate.

If you played more games each season you would know that the 98% winrate you got this season means absolutely nothing when it comes to proving that hp boosts make a difference. You’re good with probability so I highly doubt you would’ve used a 51 game battle log to support your argument if you thought the matchmaking would have a margin of error that completely engulfs the improvements you get from hp boosts. From my perspective, the most reasonable explanation is that your lack of relevant experience is the source of the problem since I already explained it all to you and you had nothing to counter it with. If explaining that to you is gatekeeping then what else can I possibly do?

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this thread ws dead but things went wild after i shared that picture of prixis :skull:

Please share your magical wisdom about the PvP matchmaking system so I’m informed for the future. It sounds like you believe it’s something like each season it resets you to the bottom of the leagues (as VKC has described it) then after the first 100(?) matches it determines whether you should get matched against the top winning players every time it’s possible.

The reason why I haven’t been convinced is because I see who it is I’m facing. I very commonly meet top players and when I’m on a win streak I meet other people also on win streaks (I think this is a strong element to the matchmaking system). The topic where I’m referring to my consistent win rate I’m meaning that’s what it is when the season ends (roughly 95% this year). Obviously there’s a fair bit of variance because individual losses make a big difference to the number, but it’s around that amount and it’s usually something like 97% unranked, 93% ranked.

As I said before, the screenshot was just one I had to hand and it was to show proof of the number but I meant it for the record of all year, since playing with HP boosted mythics. The point I was making was there was a noticeable increase when playing with these mythics, but another noticeable increase when I HP boosted them. The way the monsters played in battle was very clear, but you guys wanted actual win rate statistics so I brought mine to the table. I went from 90-92% to 95% with HP boost on the mythics, seen on multiple teams.

P.S. It’s notable that I’m in the UK so the times when I play PvP differ to Americans. I meet them a lot when I play in my evening (while the rest of the world is sleeping) but otherwise I get a big mixture. So I will naturally get matched with players a little different to yourself and it’s probably why we specifically don’t get to battle much.

For me, each time after I cross 30+ ws, getting matched up takes 10x longer and usually against the very top wr guys.

I’ll get to explaining it some time this afternoon. There are a few factors I’d like to delve into and fully emphasis how much of a difference some of them make. A few of them have a much greater effect than others.

Great :slight_smile:

As far as I understand it…

  • There are different “leagues” which people are put in and it’ll try very hard to match you with someone in that league.
  • Within each league, your success puts you higher or lower (an ELO) and it tries to match you based on that.
  • There are two extra factors:
    • Whether the player won or lost their last match (almost always matches a loser against a loser and winner against a winner).
    • The player’s current win streak, trying to match someone with a similar win streak.
  • Between seasons, there is some amount of resetting that happens. E.g. along the lines of… everyone’s ELO gets lowered, the people at the bottom of a league move down to the next one. Hard to tell exactly what happens with this.
  • There’s also some extra bits like how it will limit how far down you can go in one season if you were to purposefully lose a lot, as well as it will push you up if you’re doing too well in a lower league and if it’s unclear from what I’ve written above it’ll do the matchmaking in a preferential way so it will “break the rules” if criteria aren’t met properly.

Tbh, I think the above sounds complicated enough I would be very surprised if there’s a lot of hidden extra subtlety. My guess would be if people reckon there are extra layers to it all then maybe it’s actually just one of the above things they’re observing the effects of.

I’m looking forward to hearing your understanding of it @NMEduck :slight_smile:

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Btw, I just reread an earlier post of yours and wanted to clear up the general topic we were having. When I shared the screenshot of my win rate it was to specifically reply to Unown’s statement about win rate not being affected by HP boost. I wasn’t trying to say anything grander than that. I see in your recent post you have no issue with that point.

The comment spurred a discussion about matchmaking because Unown, and then you, wanted to dismiss any point I was making because the screenshot showed 50 matches. Fair enough that it wasn’t clear I was referring to all my matches this year rather than just those 50, it’s easy to miss.

I hope you can trust me to gauge correctly what my win rates were like before and after HP boosting my mythics. That’s all it was about and I hope we can put it to rest. The intricacies of matchmaking is a separate topic and one I’m interested to hear about.

Here’s the original reply I made to Unown, along with the bit I was replying directly to. Showing it to give proper context and hopefully make everything a lot clearer and separate so we don’t have circular discussion and instead just talk about how matchmaking works :slight_smile:

It can be easy to miss points when wound up, sorry about that :ultralmao:

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Why don’t we just have a cost increase along with the Orb boost, just like with Secret Skill. Can just have islt based on the amount of HP gained as well, so with SE being the highest gain, make them +3 in cost to be 13. Legends +2 in cost, Mythics +1 in cost since they already get the least HP and benefit from the boost. A system like this would even out ans balance out the game while still letting you boost your monsters that you like, but having a cost associated with it rather than just having played tge game more days thus you have stronger monsters. Currently there’s not really a way for recent players to catch up in Orbs with someone who has been playing the game anymore that a week or two ahead of them. That’s kind of a problem in itself and there should be an associated cost for boosting a monsters stat.

Mapledragon is an issue, it’s been the main focus of this thread. The added cost would effectively make it 13 cost, same as a legendary but without access to a Secret Skill. Might even the playing field, might not.

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Note: Maple’s cost will be 17. How in the world it tanked awakened harle’s reckless attack when 1 shell was on the field. Even tanky leggy like peng drops down to hg with that same attack.

Its simple my man hp boosted maple as around the same amount of hp as a awakend bastia with the same defence values as a awakend bastia

And that reckless attack wouldent put a bastia to hg

Hence it surived

Its insane to think about ngl

I’m thinking now to spend all of my gems just to get maple next when he’ll be featured. It’s better than 50% legendary after hp boost

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Ngl man it is worth it maple is a 10 cost mythic in disguise it is insane how game changing that thing can be

The points you outlined are all fairly accurate, but some of them are weighed more than others and may be changed depending on how many wins you’ve had in a season. I don’t know the exact factors but I do know that there reaches a point where it can take minutes for you to find an opponent. That’s the point where you know you’ve reached the highest tier for matchmaking. The only way you won’t get bored while searching for opponents is if there are other players at or close to the top tier searching at the same time.

Earlier this month I had one time where I spent over ten minutes searching before finally finding a match. About every other game took 1-5 mins of searching. You can probably reach this stage early on if you get maybe a 30-40ws, but that still means you weren’t at the top tier for most of the winstreak. You’ll also drop down a noticeable amount whenever you lose. It’s important to note that after 100-200 games with a +90% winrate, losing your winstreak won’t drop your hidden rank by much so you’ll still have longer queue times even on low winstreaks. That’s why the majority of the first 100 games you play aren’t at the top tier. The more games you play past 100, the closer you’ll get to the inverse of that. From my experience, it doesn’t take that much longer to reach the point where you’ll be at the highest tier and not drop down after losing a winstreak. I’m not sure exactly where the cutoff for that is though.

Yeah, that part is all good. I think @Unown was mostly talking about the squishier mythics he boosted like nagandia and na’turgoul. +1k hp on those two can really make a difference. 500 hp not so much. If I’m remembering this right, unown’s first boost was carmilla for obvious reasons. After that, he boosted the mythics he had the most fun playing with regardless of the value he’d get. The issue he’s having right now is the value from boosting the squisher mythics that are fun to use has decreased so much that he feels like it would be wasteful to do so. I tend to agree. Boosting the S tier, high defense mythics still gives a ton of value and is definitely more ideal than boosting any legendary or SE not named mapledragon (or freezecobra but that’s more situational).

Unown’s solution was to have the hp boost increase depending on the monster’s stat distribution to even out the value. In other words, a full attack mythic’s hp boost would be adjusted to provide around the same increase in survivability as a full defense mythic’s hp boost. I like the sound of that but I don’t think it’s realistic for the devs to implement something like this.

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