Season 3 Stats
Posted: Tue Oct 28, 2014 4:04 pm
So, we finally tidied up the stats analysis me and Daigaro were working on.
Note – yes, there may be errors, and yes, this is pretty primitive analysis based on “dice” rolled and the 26000+ (?) games recorded by BBM to generate expected results etc. Also, apologies for not being able to work out how to decently format the lists/tables (note: if you have any specific questions i.e. specific stats you can ask them, or you can PM Daigaro your email and he can send you the spreadsheet).
Enough intro, onto the stuff:
Expected League Positions – NJ statistically coach of the season
(NB: I mostly did the top half until the method, which Daigaro did)
Based on expected points per game for the league’s teams, adjusted for overall chance and TV, we calculated the following statistically expected league table.
Amazon.....16
Elf............14
Khem........13
Orc...........13
Chaos.......12
Uwd..........12
Halfing........9
Goblin........8
Ogre..........7
(note: the points total is less useful as a guide than the actual positions in the table, which is why we’ve not included points in the below: )
The real final table for comparison:
Chaos
Elf
Khemri
Amazon
Orcs
Uwd
Halfling
Ogre
Goblin
This clearly shows NJ is the coach of the season, massively overperforming. Apologies Ident.
You’ll note that beside the Chaos and Amazon, the actual positions and the predicted positions are very close. Everyone except Chaos and Amazon basically performed according to the statistical expectations of their team.
The Effects of Chance
We worked out the total chance, that is to say, the cumulative chance of 1d6, 2d6, and block dice, weighted for importance (i.e. if you rolled more block dice, your overall chance of block dice has more input on your overall chance) to develop a League Table of Chance. A 1 represents completely fair/average dice.
Team......... CHANCE
Elf......... 1.011074
Halfling......... 1.005566
Golbin......... 0.997611
Chaos......... 0.997139
Khem......... 0.992549
Amazon......... 0.989796
Uwd......... 0.988257
Ogre......... 0.984606
Orc ......... 0.975837
The Orcs had by far the worst luck, actually managing to get 2.4% worse dice than they should have. If you wanted, you could run this through a statistical test to see if the difference between the Orcs’ luck and a value of 1 is statistically significant. I started, but don’t have time.
Here we can see the Expected League Table along with a column showing the points lost or gained due to chance
Team......... Expected Points... Diff due to chance
Amazon......... 15.54......... -0.16
Elf......... 13.93......... 0.15
Khem......... 13.25......... -0.10
Orc......... 12.93......... -0.32
Chaos......... 12.03......... -0.03
Uwd......... 11.63......... -0.14
Halfing......... 8.63......... 0.05
Goblin......... 7.84......... -0.02
Ogre......... 7.43......... -0.12
This suggests that if the Orcs’ negative chance had been reversed to an equally strong positive trend, they could in theory have finished a place higher. You can’t really say they would have gained two thirds of a point though, but you can see it can make a difference over a season.
WOT WE DID
DICE – Whacked all the dice rolled by each team in every match into one big spreadsheet to analyse Nuffle’s Blessing over the course of the season. Used BBmanager and stuck to the breakdowns we all know and love; 1d6, 2D6 & Block Dice. Compared what you would expect to roll from the grand total of rolls Vs what was actually rolled (like BBM).
Disclaimer – We know there are lots of things this doesn’t take into account; ‘critical moments’, how skills affected rolls, what number rolled is deemed successful/failure for the task it was done for, etc. What it is to show is purely what dice were rolled against what you’d expect to get; and using a broad outline of:
D6
1-3 = unlucky/bad/negative/Angry-nuffle; 4-6 = Lucky/good/positive/happy Nuffle
2D6
<7 = unlucky/bad/negative/Angry-nuffle; >7 = Lucky/good/positive/happy Nuffle
Block Dice
Skull, both down = bad; Pushes = meh = POW/Push, POW = Good (based on the BAD having the possibility to case turnovers, again, see disclaimer for skill references, etc).
Hope that makes sense. If not, tough. We may be able to offer some further explanation, but much of this was set up a couple of months ago, and then filled in when the season ended.
Each team has their own graphs to show how they did compared to what expected. Then, at the end there are 3 Super Dooper sheets that have:
1) A cumulative graph with everyone’s dice on so it’s easy to compare, and also see how many dice you threw compared to others
2) A messy looking graph that is used to work out….
3) A cumulative graph of trendlines; the gradients of which demonstrate a team’s inclination towards good or bad dice; and the steepness shows comparatively HOW lucky/unlucky you were to the other teams.
• E.g. 1D6 – the majority of teams have pretty gentle nega-trendlines, but one team (the Carrions) threw a disproportionate amount of high numbers as opposed to low numbers.
Again hope that makes sense, and if not, tough.
RESULTS - THE DICE
General nega-trend across all dice and all teams – skewed towards low numbers and bad block dice – suggesting lots of ‘What could have been…’
Also see what you’d expect in terms of number of dice rolled relevant to race; I.e. the Stunty teams all rolled a lot of D6s and fewer block dice, whereas the bashy teams threw a lot of block dice and few 1D6. Main thing that means is that we’re all savvy enough coaches to understand our teams and how to play them. Well done to us
I don’t think the dice made a difference to the final league standings overall, HOWEVER, the teams that did best (Cangurus and Outcasts) did perhaps have the better dice overall which has gotta help a bit (la’s editor’s note: Chaos didn’t have that good overall dice). NJ’s position at the top was also reinforced by the sheer amount of block dice he threw; over 100 more than the next best blocker (the Ducklingz); possibly coupled with his higher than expected number of POW/Pushes and POWs rolled.
I could do a break-down of each time; but I’ve spent too long on this as it is, and it’s much more fun to figure it out yourself.
I will say that the Ducklingz had by far the worst of the blocking dice; and as this was the ladz’ main ‘strength’ – think this impacted on my season.
Note – yes, there may be errors, and yes, this is pretty primitive analysis based on “dice” rolled and the 26000+ (?) games recorded by BBM to generate expected results etc. Also, apologies for not being able to work out how to decently format the lists/tables (note: if you have any specific questions i.e. specific stats you can ask them, or you can PM Daigaro your email and he can send you the spreadsheet).
Enough intro, onto the stuff:
Expected League Positions – NJ statistically coach of the season
(NB: I mostly did the top half until the method, which Daigaro did)
Based on expected points per game for the league’s teams, adjusted for overall chance and TV, we calculated the following statistically expected league table.
Amazon.....16
Elf............14
Khem........13
Orc...........13
Chaos.......12
Uwd..........12
Halfing........9
Goblin........8
Ogre..........7
(note: the points total is less useful as a guide than the actual positions in the table, which is why we’ve not included points in the below: )
The real final table for comparison:
Chaos
Elf
Khemri
Amazon
Orcs
Uwd
Halfling
Ogre
Goblin
This clearly shows NJ is the coach of the season, massively overperforming. Apologies Ident.
You’ll note that beside the Chaos and Amazon, the actual positions and the predicted positions are very close. Everyone except Chaos and Amazon basically performed according to the statistical expectations of their team.
The Effects of Chance
We worked out the total chance, that is to say, the cumulative chance of 1d6, 2d6, and block dice, weighted for importance (i.e. if you rolled more block dice, your overall chance of block dice has more input on your overall chance) to develop a League Table of Chance. A 1 represents completely fair/average dice.
Team......... CHANCE
Elf......... 1.011074
Halfling......... 1.005566
Golbin......... 0.997611
Chaos......... 0.997139
Khem......... 0.992549
Amazon......... 0.989796
Uwd......... 0.988257
Ogre......... 0.984606
Orc ......... 0.975837
The Orcs had by far the worst luck, actually managing to get 2.4% worse dice than they should have. If you wanted, you could run this through a statistical test to see if the difference between the Orcs’ luck and a value of 1 is statistically significant. I started, but don’t have time.
Here we can see the Expected League Table along with a column showing the points lost or gained due to chance
Team......... Expected Points... Diff due to chance
Amazon......... 15.54......... -0.16
Elf......... 13.93......... 0.15
Khem......... 13.25......... -0.10
Orc......... 12.93......... -0.32
Chaos......... 12.03......... -0.03
Uwd......... 11.63......... -0.14
Halfing......... 8.63......... 0.05
Goblin......... 7.84......... -0.02
Ogre......... 7.43......... -0.12
This suggests that if the Orcs’ negative chance had been reversed to an equally strong positive trend, they could in theory have finished a place higher. You can’t really say they would have gained two thirds of a point though, but you can see it can make a difference over a season.
WOT WE DID
DICE – Whacked all the dice rolled by each team in every match into one big spreadsheet to analyse Nuffle’s Blessing over the course of the season. Used BBmanager and stuck to the breakdowns we all know and love; 1d6, 2D6 & Block Dice. Compared what you would expect to roll from the grand total of rolls Vs what was actually rolled (like BBM).
Disclaimer – We know there are lots of things this doesn’t take into account; ‘critical moments’, how skills affected rolls, what number rolled is deemed successful/failure for the task it was done for, etc. What it is to show is purely what dice were rolled against what you’d expect to get; and using a broad outline of:
D6
1-3 = unlucky/bad/negative/Angry-nuffle; 4-6 = Lucky/good/positive/happy Nuffle
2D6
<7 = unlucky/bad/negative/Angry-nuffle; >7 = Lucky/good/positive/happy Nuffle
Block Dice
Skull, both down = bad; Pushes = meh = POW/Push, POW = Good (based on the BAD having the possibility to case turnovers, again, see disclaimer for skill references, etc).
Hope that makes sense. If not, tough. We may be able to offer some further explanation, but much of this was set up a couple of months ago, and then filled in when the season ended.
Each team has their own graphs to show how they did compared to what expected. Then, at the end there are 3 Super Dooper sheets that have:
1) A cumulative graph with everyone’s dice on so it’s easy to compare, and also see how many dice you threw compared to others
2) A messy looking graph that is used to work out….
3) A cumulative graph of trendlines; the gradients of which demonstrate a team’s inclination towards good or bad dice; and the steepness shows comparatively HOW lucky/unlucky you were to the other teams.
• E.g. 1D6 – the majority of teams have pretty gentle nega-trendlines, but one team (the Carrions) threw a disproportionate amount of high numbers as opposed to low numbers.
Again hope that makes sense, and if not, tough.
RESULTS - THE DICE
General nega-trend across all dice and all teams – skewed towards low numbers and bad block dice – suggesting lots of ‘What could have been…’
Also see what you’d expect in terms of number of dice rolled relevant to race; I.e. the Stunty teams all rolled a lot of D6s and fewer block dice, whereas the bashy teams threw a lot of block dice and few 1D6. Main thing that means is that we’re all savvy enough coaches to understand our teams and how to play them. Well done to us

I don’t think the dice made a difference to the final league standings overall, HOWEVER, the teams that did best (Cangurus and Outcasts) did perhaps have the better dice overall which has gotta help a bit (la’s editor’s note: Chaos didn’t have that good overall dice). NJ’s position at the top was also reinforced by the sheer amount of block dice he threw; over 100 more than the next best blocker (the Ducklingz); possibly coupled with his higher than expected number of POW/Pushes and POWs rolled.
I could do a break-down of each time; but I’ve spent too long on this as it is, and it’s much more fun to figure it out yourself.
I will say that the Ducklingz had by far the worst of the blocking dice; and as this was the ladz’ main ‘strength’ – think this impacted on my season.
