# Data collection for guild wars

**URL:** https://community.gemsofwar.com/t/data-collection-for-guild-wars/65629
**Category:** Gameplay Chat (PC/Mobile)
**Created:** [August 24, 2020, 12:36pm UTC](https://community.gemsofwar.com/t/data-collection-for-guild-wars/65629 "2020-08-24T12:36:14Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![Mithran](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/mithran/32/18064_2.png) [@Mithran](https://community.gemsofwar.com/u/Mithran)
#### Post date: [August 24, 2020, 2:06pm UTC](https://community.gemsofwar.com/t/data-collection-for-guild-wars/65629/2 "2020-08-24T14:06:59Z")

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From just after base score was changed to a flat 300 and the formula was divulged.

> [@Guild Wars, Point-Scoring for Battles, and You!](https://community.gemsofwar.com/t/guild-wars-point-scoring-for-battles-and-you/28179/640):
>
> The following applies to the game played on PC/Steam only. I can’t attest for the numbers on other versions of the game. Tests were run on August 3 at about 12 p.m. PST over the course of a \< 10 minute span. I used this team on purple day to run some tests: [image] I had a good starting board every single game, so I was able to use the Mercy opener, which is why this data is so consistent. I won every single game easily. I took three damage in one game from a Famine trait, and zero in al…

Official Formula is here:  
[https://gemsofwar.zendesk.com/hc/en-us/articles/360000340936-Point-Scoring-for-Guild-Wars#:~:text=Setting%2024%20unique%20troops%20in,first%20win%20of%20each%20day](https://gemsofwar.zendesk.com/hc/en-us/articles/360000340936-Point-Scoring-for-Guild-Wars#:~:text=Setting%2024%20unique%20troops%20in,first%20win%20of%20each%20day).

In text form:  
BASE\_SCORE + BASE\_SCORE \* (COLOR\_BONUS + SURVIVAL\_BONUS + SPEED\_BONUS + MANA\_BONUS + DAMAGE\_BONUS)

I’m having difficultly finding a source on this, but I _believe_ SURVIVAL\_BONUS weighting or limit was changed, possibly _after_ this point. There were no other _announced_ changes to how _this_ formula works to my knowledge.

The methodology of each category is explained in the link. Spelled out point blank.

Remember for the first battle of the day, you have to subtract your given defense uniqueness bonus, since thats just tacked on to the given score display while having nothing to do with the battle.

So, you could glean this with relatively few samples, but doing so would require intentionally sacrificing points to do so. Alts in lower brackets would be a good way to do this.

The easiest way you are going to get consistent trials here is to break color and use a team that has little chance of dropping the turn in a lower bracket to glean how much SPEED\_BONUS has changed and the upper bounds of the score threshold. So you want to get “perfect” marks in MANA\_BONUS and DAMAGE\_BONUS and SURVIVAL\_BONUS for a few initial trails, while only dropping your COLOR\_BONUS by a _known_ amount (which should still be 50% per troop of matching color, per all the information we were given to start). If you aren’t willing to assume COLOR\_BONUS has _not_ changed, you could glean this information with a few more samples by using a team with one fewer or one more correct color, since SPEED\_BONUS (per action) is very small and COLOR\_BONUS is relatively large. With COLOR\_BONUS contribution % known and SPEED\_BONUS contribution % per action known, you can calculate the upper bounds of a guild wars score. This is as far as I bothered to go with my initial tests. So what would be the best way to get the _precise_ values of the remaining variables?

The next easiest thing to remove as a variable would probably be Survival Bonus. You can certainly use a team with something like a Fire Bomb that never actually gets hit by the enemy or allows them to take more than a single mana match after you have gleaned your per action score contribution, however, there is no way to tell if sacrificing your own Fire Bomb would count as you taking damage or not (lowering both your DAMAGE\_BONUS and your SURVIVAL\_BONUS, making it difficult to get DAMAGE\_BONUS), since this was not _explicitly_ stipulated for the rules (it is that instakills and devour do _not_ contribute to either damage bonus calculation, but there is no significant data on if this includes self-induced instakills _outside_ of death mark). An alternative to try would be to enter a battle with less than a full team, and still completely shut out the opponent while counting your actions. Remember, the scoring criteria explicitly states that it counts troops alive at the end of the battle, **not** how many have died. With perfect MANA\_BONUS and DAMAGE\_BONUS, you know exactly how much SURVIVAL\_BONUS is for each troop if you ended with a three troop team, since you already know how many points you lose for not having a troop of that color and how many you lose for each action you take and what your max possible points for that battle would have been.

Once you have removed SURVIVAL\_BONUS as a variable, the last two remaining variables are MANA\_BONUS and DAMAGE\_BONUS. You’ll know how much score both of them _combined_ can contribute, but not their ratios to each other. If we are talking alts will probably be gathering this data either way, you are likely going to have to run into a team with non-threatening spells that you can barrier-tank while allowing them to take a lot of mana matches. Of course this, again, requires an assumption that the damage nullified by a barrier does not count as damage. Alternative strategies like Web and/or Entangled could be employed, but your goal here is to land with at _least_ 4 times as much damage given as the opponent while recording every point of mana taken for both sides (as well as how many actions were taken). With your DAMAGE\_BONUS maxed out for said battles and a few trials with a variable MANA\_BONUS, you should be able to zero in on how much MANA\_BONUS is contributing which by process of elimination would also give you DAMAGE\_BONUS as the final remaining variable. The alternative here would be to minimize your DAMAGE\_BONUS by purposely initiating a war of attrition where you are taking more damage than your opponent but healing way more in kind, but that would require so much more data to be collected to ensure that you are recording a correct MANA\_BONUS (which would then be very very difficult to keep maxed out or consistent between battles).

All this assumes the posted methodology for _how the formula works_ is accurate and there aren’t any major bugs impacting single score calcs. Repeated anomalous results could be an indication that one or more of the criteria does not work as stated or there are additional criteria that are not stated.

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