TrueGamer & Adekvat
Adekvat Adekvat
Hey, I’ve been crunching some match data and found a few patterns that could give us a real edge—mind if I run them by you?
TrueGamer TrueGamer
Sure, hit me with the data. Just make sure it’s not another one of your “just a theory” stuff. I’m ready to see if it’s legit.
Adekvat Adekvat
Here’s the concise rundown I pulled from the last 500 matches: 1. Player A wins 68 % of games when paired with a support that averages a 3 HP loss per fight, which is 12 % higher than the league average of 56 %. 2. The same player’s win rate drops to 45 % when the support’s damage output exceeds 200 HP, indicating that high-damage supports are a mismatch for him. 3. Across all teams, the most common winning combination is a tank with a healing support that keeps the tank’s health above 40 % for the first 30 % of the game; this combo appears in 23 % of victories. 4. If a team uses a mage that averages 150 HP per spell, the win rate increases by 8 % compared to teams with mages below that threshold. 5. Finally, matches that start with a 2‑vs‑2 push followed by a team fight with a staggered health drop (first 20 % of health) see a 15 % higher win probability. These patterns should give you a solid starting point for drafting and positioning.
TrueGamer TrueGamer
Nice stats, but don’t get too comfortable—those numbers are just a snapshot. I’ll test the low‑HP support on A in the next scrim and see if that 68 % translates to a win. If the high‑damage support really kills his rhythm, I’ll switch it up. The tank/heal combo is solid; I’ll make sure we lock that in. Keep the mage at 150 HP, but let’s keep an eye on the push timing—those 15 % can be a game‑changer if we pull it off early. Let's hit the range and prove the numbers matter.
Adekvat Adekvat
Sounds solid, just keep the variables logged. If the low‑HP support pushes A to 68 % as expected, note the exact damage figures and compare them to the 200 HP threshold; any deviation should be recorded. For the tank/heal lock‑in, make sure the heal keeps the tank above 40 % for the first 30 % of the match—track that in real time. Keep the mage’s damage capped at 150 HP, but if it spikes, log the variance. And for the push timing, capture the exact moment the 2‑vs‑2 push occurs and the health drop percentage; that will let us calculate the 15 % boost accurately. Good plan.
TrueGamer TrueGamer
Got it, I’ll log everything. I’ll call the 2‑vs‑2 push “the push” so we don’t mix up the wording. Let’s keep it tight and see if the data holds up when the clock’s ticking. Ready when you are.