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
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;
}| Field | Formula | Meaning |
|---|---|---|
kdr | kills / deaths | Overall kill/death ratio across solo and teams (bare ratio) |
soloKdr | solo.kills / solo.deaths | Solo kill/death ratio (bare ratio) |
teamsKdr | teams.kills / teams.deaths | Teams kill/death ratio (bare ratio) |
killsForNextKdr | neededForNextWholeRatio(kills, deaths) | Kills needed to reach the next whole overall KDR |
soloKillsForNextKdr | neededForNextWholeRatio(solo.kills, solo.deaths) | Solo kills needed to reach the next whole solo KDR |
teamsKillsForNextKdr | neededForNextWholeRatio(teams.kills, teams.deaths) | Teams kills needed to reach the next whole teams KDR |
kills | solo.kills + teams.kills | Total kills across both modes |
deaths | solo.deaths + teams.deaths | Total deaths across both modes |
wins | solo.wins + teams.wins | Total wins across both modes |
killStreaks | solo.killstreaks + teams.killstreaks | Total kill streaks across both modes |
distanceTraveled | solo.distanceTravelled + teams.distanceTravelled | Total distance traveled across both modes |
shotsFired | solo.shotsFired + teams.shotsFired | Total shots fired across both modes |
headShots | solo.headshots + teams.headshots | Total headshots across both modes |
shotAccuracy | kills / shotsFired | Kills per shot fired (bare ratio, not a percent) |
headshotRate | headShots / shotsFired | Headshots per shot fired (bare ratio, not a percent) |
headshotsPerKill | headShots / kills | Headshots per kill (bare ratio) |
killsPerWin | kills / wins | Average kills per win (bare ratio) |
distancePerKill | distanceTraveled / kills | Distance traveled per kill (bare ratio) |
soloKillShare | 100 * solo.kills / kills | Percent (0-100) of total kills earned in solo |
deathmatchKillShare | 100 * killsDeathmatch / kills | Percent (0-100) of total kills earned in deathmatch |