- Yea but the trade off is you can have a more dramatic MMR adjustment to move the very weak and very strong accounts out of MMR brackets more rapidly with out some one hitting a league they don't actualy belong in with out the ability to back it up.
Pros and cons to running it like that. Rubberbandings one of the cons of a higher adjustment/ larger K factors.
Far as bleeding MMR from your account, I find its much simpler to abuse Duo Que for that. You can force matchmaker to have uneven teams with duoing and that will change how it builds "fair" matches. Just need the gap between your and your friends mmr to be large as possible. Way easier then trying to maintain a 66% win rate. Also it allows you to keep playing to win, your hommie might be enough to cost you a game because they are weaker players and that's a shame. but you can coach them, give them a taste of what level they need to play at, bleed away MMR from your account, And not see dramatic slide down the ladder.
Duo needs to be set off MMR ranges. Riot is doing a bit better then they used to be about duoing but its defiantly a place to exploit their system. Or I am wrong and its not. Feel like it is so I tend to use it this way. Take it as an opinion I guess.
I have tanked MMR 1 season helping a friend and ended up starting next season in silver. Was pretty fun for me as it was basically smurfing on my main account. Ended up skipping divisions.
- Lp Gains are reflected by MMR gap between assigned League and assigned mmr. They are mostly unrelated to K factors. A high K factor will make a more dramatic gap between MMR and league. But the LP gains are consistent regardless of an accounts # of games. you don't see them diminished over time because of K.
Heads up, game demotion protection far as I know only applys after winning a promotion. Riot used to hand out warnings to folks who fall a full tier (gold V vs Silver V) no idea if they still do that thou. Just don't count on demotion protection apart from a few matches after a promo win.
Sounds like when you put your nose to the grindstone to fix your MMR you did? It got a nasty gap and all but eventually your gonna skip divisions. and if your already able to beat the folks at the MMR your matched with, no reason that having a lower tier harms you with high MMR. Its only an issue when you hit a wall.
A lot of folks forget that MMR is representing a range of expected play. That folks will have good and bad games. So its got wiggle room and is usually represented with a curve.
2B (you repeated a number, sall good.) https://support.riotgames.com/hc/en-us/articles/201752954-Matchmaking-Guide "Everyone’s MMR starts at the same point when playing a queue for the first time." This is consistent for mmr systems. It also gives the devs more control over percentiles of a ranked ladder. Its easier to calculate expectations for how the player base gets distributed.
You do see fresh accounts go the exact same win% in placements and end up at different mmrs. You can even see the exact same pattern result in different placement. Because not every match has the same expectations. The range of MMR change per account will be fairly RNG. K factors at its expected highest point. Any wins when unfavored = Max MMR gain.
so I am more inclined to think that its related to placement win % then normal MMR splashing over. Its an extra step to splash and doesn't really help riot or the players any. Just opens up abuse cases.
There is better ways to accelerate players around the ladder, even with RNG. Far as i can tell, Splashing makes it harder to have a reliable model of player distribution around the CenterPoint/starting point, and doesn't inherently create better matches.
- This is entirely my fault. I was unclear. What I wanted to convey was MMR works the same regardless of promotional matches. What I said was "Promotional series don't affect mmr gains and losses. "
I see how that can be unclear.
Yes. You still will gain and lose MMR during Promotional series. The lack of LP change is irrelevant. Your going up or down every match, even promotionals. I did not covey this very well and I see how you can take it as me saying that your MMR freezes.
That's evidence that either a passive movement to LP exists, or MMR is moving
MMR is defiantly moving. You can actually make a higher MMR gap if you keep losing promos to luck. I have done it. Unreliable internet = lobby dodges = free loss with 0 mmr impact.
Repeated losses then returns will act the opposite. It lowers your mmr. because your Lp gains higher if your MMR is higher so you only need 1-2 games to return. Then if you flop it over and over even with promo helper your win % suffers. MMR can start to drain out, because mmr changes are more dramatic.
It can be grindy but end of the day you can overcome promotional matches. Also,I think Duoing is still the best way to bleed MMR. I don't have riots # so that's very much an opinion of mine and not a fact.
Honestly I always wanted to make a bronze 5 smurf and keep it as long as I can in bronze by que dodging in promo games. Its a lot of effort and I wouldent get it to high. But some challenger player doing this and getting it into diamond would be a hilarious shitstorm of tilt. WTF RIOT WHYS OUR ADC BRONZE 5!
- I never have seen this, usually its the opposite.
Well here's the sources I built my knowledge around.
https://nexus.leagueoflegends.com/en-us/2018/02/dev-matchmaking-real-talk/
http://forums.na.leagueoflegends.com/board/showthread.php?t=3712300&page=114#post40484597
http://forums.na.leagueoflegends.com/board/showthread.php?t=2744128
http://forums.na.leagueoflegends.com/board/showthread.php?t=12029
http://leagueoflegends.wikia.com/wiki/Elo_rating_system
http://leagueoflegends.wikia.com/wiki/League_system
I also checked a bunch of other games when I was trying to learn more about MMR systems.
dota 2 Matches played in normal matchmaking do not impact your ranked matchmaking MMR, and vice versa.
https://heroesofthestorm.com/en-us/game/ranked-play/
Does not say anything related to Normals or Ranked interaction far as I saw. same for OW.
Smite.
Do I have different MMR Values and Variances for the different game modes?
Yes. Each game mode is tracked separately as they all require different skillsets to be measured
What are Qualifying Games?
When first entering League, you will be required to play 10 Qualifying games**. Your MMR starts at the average MMR for everyone in the system,** and your Variance is set to be very high. After playing 10 games, the system will place you into a Tier.
https://www.smitegame.com/news/matchmaking-faq
I have No idea if riot does the bolded part or has a static number btw.