Xmage introduced a rating system (using the Glicko algorithm) in May
There are two ratings: combined constructed and combined limited rating. Games can be rated and not rated, from my observations rated games make up 20-30% of all games.
I wrote dpwn how many players of each rank were present in different times of a day during 2-3 days and got this table.
The last column is average percentage.
I counted only players with 1000 or more points as I wanted to take into account only active players, I cant imagine a player being active and not pass 1000 points threshold.
I made this research to determine which % of the field can reach 1500, 1600 or 1700. Conclusions are 1500+ is top 15% of players, 1600 is top 3% and 1700 is top 0.1%
A few notes about Glicko rating system. First, rating doesn't measure skill, it measures performance. Sometimes these two things differ - when a player doesn't play to win. He can play for fun (though many players would prefer non-rated games for this) or playtest some strategy. Second, system stores two values for each player - his perceived skill and system's uncertainty in first value. Rating is shown as (Skill - Uncertainty). The more games a player played recently the less is system's uncertainty in his skill. Starting values are 1500 for skill, 700 for uncertainty, I think it takes about 20 matches for uncertainty to reach its minimum.
There are two ratings: combined constructed and combined limited rating. Games can be rated and not rated, from my observations rated games make up 20-30% of all games.
I wrote dpwn how many players of each rank were present in different times of a day during 2-3 days and got this table.
The last column is average percentage.
I counted only players with 1000 or more points as I wanted to take into account only active players, I cant imagine a player being active and not pass 1000 points threshold.
I made this research to determine which % of the field can reach 1500, 1600 or 1700. Conclusions are 1500+ is top 15% of players, 1600 is top 3% and 1700 is top 0.1%
A few notes about Glicko rating system. First, rating doesn't measure skill, it measures performance. Sometimes these two things differ - when a player doesn't play to win. He can play for fun (though many players would prefer non-rated games for this) or playtest some strategy. Second, system stores two values for each player - his perceived skill and system's uncertainty in first value. Rating is shown as (Skill - Uncertainty). The more games a player played recently the less is system's uncertainty in his skill. Starting values are 1500 for skill, 700 for uncertainty, I think it takes about 20 matches for uncertainty to reach its minimum.
cat test1 t2 t3 t4 t5 ave%
1700+ 1 0 0 0 0 0.1%
1650+ 1 2 2 3 0 0.8%
1600+ 5 6 3 3 3 2%
1550+ 13 8 3 10 8 4%
1500+ 21 19 6 26 11 8%
1450+ 29 27 11 29 17 11%
1400+ 27 17 14 26 12 10%
1350+ 24 23 18 28 9 10%
1300+ 24 36 12 26 11 10%
1250+ 14 19 15 38 13 10%
1200+ 12 21 18 33 12 10%
1150+ 18 19 13 19 12 8%
1100+ 13 20 7 18 8 6%
1050+ 10 17 7 18 10 6%
1000+ 5 10 9 10 3 4%
total 217 244 138 287 129 100%
average player: 1326
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!