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Quakecraft computed stats

Computed Quakecraft statistics, derived from the parsed QuakecraftStats block. They are always present on an enriched player as player.stats.quakecraft.computed (when the raw quakecraft block exists), produced by computeQuakecraft(raw).

All ratios are rounded to 2 decimals. A ratio with a zero denominator yields the numerator (K/D convention). *Share fields are percentages from 0 to 100 (0 when the whole is 0). *ForNext* fields are the additional amount needed to reach the next whole-number value of the corresponding ratio (0 when the denominator is 0).

Quakecraft raw stats are split into solo and teams mode blocks. The overall totals below are the sum of both modes: kills = solo.kills + teams.kills, deaths = solo.deaths + teams.deaths, wins = solo.wins + teams.wins, killStreaks = solo.killstreaks + teams.killstreaks, distanceTraveled = solo.distanceTravelled + teams.distanceTravelled, shotsFired = solo.shotsFired + teams.shotsFired, headShots = solo.headshots + teams.headshots.

QuakecraftComputed

ts
export interface QuakecraftComputed {
  readonly kdr: number;
  readonly soloKdr: number;
  readonly teamsKdr: number;
  readonly killsForNextKdr: number;
  readonly soloKillsForNextKdr: number;
  readonly teamsKillsForNextKdr: number;
  readonly kills: number;
  readonly deaths: number;
  readonly wins: number;
  readonly killStreaks: number;
  readonly distanceTraveled: number;
  readonly shotsFired: number;
  readonly headShots: number;
  readonly shotAccuracy: number;
  readonly headshotRate: number;
  readonly headshotsPerKill: number;
  readonly killsPerWin: number;
  readonly distancePerKill: number;
  readonly soloKillShare: number;
  readonly deathmatchKillShare: number;
}
FieldFormulaMeaning
kdrkills / deathsOverall kill/death ratio across solo and teams (bare ratio)
soloKdrsolo.kills / solo.deathsSolo kill/death ratio (bare ratio)
teamsKdrteams.kills / teams.deathsTeams kill/death ratio (bare ratio)
killsForNextKdrneededForNextWholeRatio(kills, deaths)Kills needed to reach the next whole overall KDR
soloKillsForNextKdrneededForNextWholeRatio(solo.kills, solo.deaths)Solo kills needed to reach the next whole solo KDR
teamsKillsForNextKdrneededForNextWholeRatio(teams.kills, teams.deaths)Teams kills needed to reach the next whole teams KDR
killssolo.kills + teams.killsTotal kills across both modes
deathssolo.deaths + teams.deathsTotal deaths across both modes
winssolo.wins + teams.winsTotal wins across both modes
killStreakssolo.killstreaks + teams.killstreaksTotal kill streaks across both modes
distanceTraveledsolo.distanceTravelled + teams.distanceTravelledTotal distance traveled across both modes
shotsFiredsolo.shotsFired + teams.shotsFiredTotal shots fired across both modes
headShotssolo.headshots + teams.headshotsTotal headshots across both modes
shotAccuracykills / shotsFiredKills per shot fired (bare ratio, not a percent)
headshotRateheadShots / shotsFiredHeadshots per shot fired (bare ratio, not a percent)
headshotsPerKillheadShots / killsHeadshots per kill (bare ratio)
killsPerWinkills / winsAverage kills per win (bare ratio)
distancePerKilldistanceTraveled / killsDistance traveled per kill (bare ratio)
soloKillShare100 * solo.kills / killsPercent (0-100) of total kills earned in solo
deathmatchKillShare100 * killsDeathmatch / killsPercent (0-100) of total kills earned in deathmatch

Released under the MIT License.