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ESports Statistics - Replace DPM with %DPG

S3raphicReaper··1 votes·1,246 views

Riot seems to post damage per minute (DPM) in it's stats during the world championship games. I find this to be an awful measurement for comparison and am posting this to suggest replacing it with percent team's damage per game (%DPG).

Damage alone fluctuates throughout a game and will vary more as game length increases. %DPG would provide a more consistent measurement. Which sounds more useful - Faker puts out 650 damage per minute, or Faker puts out 33% of his team's damage per game? (Just an example, no idea about actual numbers.)

2 Comments

Talinis1 votes

The problem with any damage statistics is that it highly favors poke champions who poke constantly all day. It does not properly show the contribution that something like a fizz, who dives all in, and does 2k to a single target, killing them instantly vs someone who poked someone who healed it back rinse and repeat like ADCS do in bot lane. Sieges esp where ranged champions poke poke poke and melee sit and wait until they can finally engage. If a melee like fizz ever exceeds the main ranges overall damage in the game, he hardcore carried. I can be 15/2/10 as fizz while our ezreal is 5/12/11 and he could easily more damage done than me.

S3raphicReaper1 votes

It's just a frustrating and misleading stat for Riot to display. One ADC can have a 700 DPM compared to an ADC with 500 DPM simply because the first ADC doesn't close out games until 5/6 items every game, whereas the 2nd closes the game out earlier.

I would agree that damage to champions is not proper evidence to contribution, as (an example) Singed's whole thing is entirely focused about creeps. However overall damage, and by contrast, %DPG, would always show that player's relevancy.

Note: As a support player myself, we should all understand that cc and zoning do not show up in this, but they don't show up as proper evidence towards a contribution already with the DPM stat.

What Riot could do that might really help is developing stats that are role-focused, similar to actual sports. Football? QB stats are passes, completion %/rate (note, %), yards gained. Defense stats show sacks, avg yards per game by opposing teams, interceptions. RB's stats yards per carry, TD's, etc etc.

For the World's scene, I would find it very impressive if they managed stats for Mid, ADC and Top for %DPG, Support stats could show number of wards placed and removed per minute (per minute works in this sense, as this will average out and a % method is pretty unrealistic to implement), Junglers could do kills/assists per gank.

These are merely examples towards what I'm trying to suggest. As I see it, if Riot wants to solidify the notion of Esports to be treated as a sport, (1) they should aim to provide the most relevant stats they can, where %DPG will always be a better visual of contribution than DPM would ever be, and (2) that Riot can present League as a real sport by designating proper stats to the proper roles/positions like football, soccer, baseball, and any other sport does (for Worlds, they wouldn't need to seek it at the unprofessional level).

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