Match statistics and the grade
After a match the results screen can show what each player did and a grade for the game. The numbers come from the simulation, which only reads what happened: recording changes nothing in the game, and a game with it on plays exactly like one with it off.
The results screen
The statistics have tabs, in the manner of a modern end-of-game screen:
| Tab | Shows |
|---|---|
| Overview | Your grade, the key numbers and the table of all players. |
| Gold | Gold and income over time, per player. |
| Damage | Damage dealt and taken, split into physical, magic and true. |
| Army | The value of each player's army over time. |
| Activity | How much each player did (commands). |
| Abilities | Casts and hits per ability. |
| Timeline | The match as a line of events. |
| Teams | The same numbers added up per team. |
| Awards | Who stood out in what. |
A tab fades in and its numbers count up. Clicking a name in a chart's legend hides that player's line, and hovering a chart reads off every visible player's value at that moment. Without statistics (a game on a server that sent none) only Overview and Timeline show. The tabs only read; nothing on them changes the game.
What is recorded
For every seat that did anything: damage dealt and taken (physical, magic, true), damage to buildings, healing, experience, kills, deaths, units trained, buildings built, gold gathered, items bought, sold and used, wards placed and commands given; per ability the casts and the units its effects reached; and every 10 seconds a sample of gold, income, army value, unit count and the running totals.
Damage and healing count for the owner of the source, damage taken for the owner of the target, and a kill for the owner of the killer. Neutral owners are not recorded.
Not recorded yet: assists, supply, positions for a heat map, and income by source.
In a game on a dedicated server the server records from the first step and sends the numbers with the end of the game, so it is the source of truth. A replay computes the same numbers because it replays the same steps.
The grade
The grade is the player's own comment on their game. The interface shows it to them, and to others only when they share it.
It is worked out from up to six factors, each 0 to 100. A factor with nothing to measure is left out.
| Factor | Score |
|---|---|
| Damage dealt | Your share of all damage dealt. The average share is 50, twice the average is 100. |
| Kills | The same for kills. |
| Gold gathered | The same for gold. |
| Structure damage | The same for damage on buildings. |
| Survival | 100 minus 1 for every quarter death a minute. |
| Ability accuracy | Hits per cast, at most 100. |
The mean of the factors becomes a tier, from D- up to S+. An average game scores about 50, which is B-. Hovering the grade names the two factors that helped most and the two that hurt most, so it is never an opaque verdict.
There is no grade when the game was shorter than 5 minutes, you left early, you played alone, or fewer than three factors could be measured.