Walls computed stats
Computed Walls statistics, derived from the parsed WallsStats block. They are always present on an enriched player as player.stats.walls.computed (when the raw walls block exists), produced by computeWalls(raw).
All ratios are rounded to 2 decimals. A ratio with a zero denominator yields the numerator (K/D convention). *ForNext* fields are the additional amount needed to reach the next whole-number value of the corresponding ratio (0 when the denominator is 0).
WallsComputed
export interface WallsComputed {
readonly kdr: number;
readonly wlr: number;
readonly winRate: number;
readonly killsForNextKdr: number;
readonly winsForNextWlr: number;
readonly killsPerGame: number;
readonly assistKillRatio: number;
readonly combatParticipationPerGame: number;
readonly totalMapVotes: number;
readonly favoriteMap: string;
readonly perksUnlocked: number;
readonly monthlyWins: number;
readonly weeklyWins: number;
readonly monthlyKills: number;
readonly weeklyKills: number;
}In the table below, games is wins + losses (Walls has no dedicated games counter).
| Field | Formula | Meaning |
|---|---|---|
kdr | kills / deaths | Kill/death ratio (bare ratio) |
wlr | wins / losses | Win/loss ratio (bare ratio) |
winRate | wins / (wins + losses) | Fraction of games won (bare ratio, not a percent) |
killsForNextKdr | neededForNextWholeRatio(kills, deaths) | Kills needed to reach the next whole KDR |
winsForNextWlr | neededForNextWholeRatio(wins, losses) | Wins needed to reach the next whole WLR |
killsPerGame | kills / games | Average kills per game |
assistKillRatio | assists / kills | Assists per kill (bare ratio) |
combatParticipationPerGame | (kills + assists) / games | Average kills plus assists per game |
totalMapVotes | sum of the 17 per-map vote counters | Total map votes cast across all maps |
favoriteMap | map with the highest vote count, only counting maps with more than 0 votes | Most-voted map; "" when no map has votes |
perksUnlocked | count of perk fields whose level is greater than 0 | Number of distinct perks unlocked (out of 61 tracked perk keys) |
monthlyWins | monthlyValue(monthlyWinsA, monthlyWinsB, now) | Wins in the current monthly bucket |
weeklyWins | weeklyValue(weeklyWinsA, weeklyWinsB, now) | Wins in the current weekly bucket |
monthlyKills | monthlyValue(monthlyKillsA, monthlyKillsB, now) | Kills in the current monthly bucket |
weeklyKills | weeklyValue(weeklyKillsA, weeklyKillsB, now) | Kills in the current weekly bucket |
Map votes
totalMapVotes and favoriteMap are computed over these 17 raw vote counters, keyed by map name: votesAztec (Aztec), votesCandyland (Candyland), votesCastle (Castle), votesDwarven (Dwarven), votesEgypt (Egypt), votesFantasy (Fantasy), votesHarmony (Harmony), votesIsland (Island), votesJungle (Jungle), votesLoveLand (LoveLand), votesModern (Modern), votesNordic (Nordic), votesOutback (Outback), votesSaraat (Saraat), votesShire (Shire), votesSpace (Space), votesWild (Wild).
Perk keys
perksUnlocked checks these 61 raw perk fields, counting each one that is greater than 0: adrenaline, artisan, attractor, bacon, berserk, blacksmith, blacksmithStarter, bomberman, bossDigger, bossGuardian, bossSkills, burnBabyBurn, canadian, catsEye, chainkiller, chef, chemist, creeperEgg, dwarwenSkills, ecologist, einstein, escapist, excavator, expertMiner, farmer, finalForm, fireproof, fisherman, fortune, getToTheChoppa, goldRush, graveDigger, grimReaper, guitarist, haste, hunter, lazyman, leatherWorker, masterTroll, necromancer, opportunity, pyromaniac, ready, reallyShiny, redstoneExpert, sage, scotsman, skybaseKing, smartBoy, snackLover, soupDrinker, step, stoneGuardian, swift, tenacity, thatsHot, tragedy, trapEngineer, vampirism, veryFortunate, vitality.
Weekly and monthly buckets
Hypixel stores rolling weekly and monthly stats in two alternating buckets (A and B). The monthly bucket is chosen by the parity of the current month (odd months read A, even months read B); the weekly bucket alternates by whole weeks elapsed since a fixed epoch. The computed values return the bucket that is currently accumulating, evaluated at compute time.