Kill to Death Ratio 击杀/死亡比率
- For information about the series of alternate future/universe pop music skins, see K/DA.
关于备选宇宙/流行音乐皮肤系列的信息,请参见 K/DA。
The Kill to Death ratio, or KDR, is simply a player's number of kills divided by the number of deaths. The KDR is part of a series of performance statistics, which may assess a player's performance and/or their champion's approximate level of power, compared to other players in the game. When referring to ranked modes, they may also be used to compare a player's performance with other players' in the same skill bracket over an accrued number of games.
击杀死亡比,简称 KDR,是指玩家击杀数除以死亡数。KDR 是一系列性能统计的一部分,可以评估玩家的表现和/或其英雄的大致实力水平,并与游戏中其他玩家进行比较。在谈论排位模式时,这些统计数据还可以用于比较同一技能段位玩家在若干场游戏中的表现。
These performance statistics are not explicitly tracked in-game; they are calculated.
这些性能统计数据并不在游戏中直接跟踪,而是通过计算得出。
Ratios here are also mathematically undefined for zero deaths. To solve this, by convention either the death count is raised to 1 (i.e. the in the formulae is replaced with ), or "zero deaths" is simply considered a "perfect" score.
当死亡次数为零时,这些比率在数学上是未定义的。为了解决这一问题,按照惯例,要么将死亡次数提高到 1(即公式中的 替换为 ),要么简单地将"零死亡"视为"完美"得分。
Kill Ratios[edit | edit source]
击杀比率编辑 | 编辑源
The Kill-Death ratio [KDR] is defined as the ratio of kills over deaths:
击杀-死亡比率(KDR)定义为击杀数除以死亡数:
- If its value is higher than 1, the ratio is considered positive. The higher it is from 1, the better the player's performance.
如果其值大于 1,则该比率被视为正面的。该值越高于 1,玩家的表现就越好。 - If its value is lower than 1, the ratio is considered negative. The lower it is from 1, the worse a player's performance.
如果其值低于 1,则该比率被视为负面的。该值越低于 1,玩家的表现就越差。
The KDR is usually measured on carry roles, for which it is important to maximize kill rewards earned while minimizing deaths in order to avoid giving enemy carries opportunities and bounties.
KDR 通常用于评估输出型角色的表现,对于这些角色而言,重要的是在最大化击杀奖励的同时,尽量减少死亡次数,避免给敌方输出型英雄创造机会和赏金。
A variant is the Kill-Death-Assist ratio [KDA], which is the ratio of the sum of kills and assists, over deaths:
KDA(击杀-死亡-助攻比)是一个变体,它是击杀数和助攻数之和与死亡数的比值:
The KDA is usually preferred over the KDR because it is inclusive of all roles, since they naturally have major variances in their kill participation without it meaning they are weaker, but it also places importance on minimizing deaths.
KDA 通常比 KDR 更受欢迎,因为它对所有角色都适用,考虑到不同角色在击杀参与度上存在自然差异,这并不意味着他们实力较弱,同时还强调了尽量减少死亡次数的重要性。
Dominance Statistics[edit | edit source]
支配统计编辑 | 编辑源代码
The dominance factor [DF] is a point sum, where each kill progresses the sum by 2, each assist progresses the sum by 1, and each death regresses the sum by 3. Like the previous kill ratios, minimizing deaths is important, but this statistic also differentiates carries and non-carries:
支配因子[DF]是一个点数总和,每击杀进账 2 点,每助攻进账 1 点,每死亡扣减 3 点。与之前的击杀比率类似,最小化死亡次数很重要,但这一统计数据还区分了核心输出和非核心输出角色:
As such, dominance statistics assume carries to be the "dominant" players. A higher value compared to an enemy (carry) counterpart implies a greater influence on the game, and may decide the winning team.
因此,支配统计数据假定核心输出角色为"支配性"玩家。与敌方(核心)对应角色相比,更高的数值意味着对游戏的影响更大,可能决定胜利的队伍。
A dominance ratio [DR] in this style would result in the same assessment, but as a ratio that simply has different values instead.
以这种方式计算的支配比率[DR]将得出相同的评估结果,但作为一个具有不同数值的比率。
When comparing to other players, ratios like the KD, KDA, and DR are not affected by the player's activity level, while summed point systems like DF are.
在与其他玩家比较时,KD、KDA 和 DR 等比率不受玩家活跃程度的影响,而点数累加系统如支配因子[DF]则会受到影响。
Participation Statistics[edit | edit source]
参与统计编辑 | 编辑源
The Kill Participation ratio [KP] measures a player's involvement in fights or duels across a given game, and is defined as the percentage ratio of the sum of kills and assists, over the team score. The team score is the total number of a team's total kills (T), also shown at the top HUD.
击杀参与率[KP]衡量玩家在给定游戏中参与战斗或决斗的程度,定义为玩家击杀和助攻总数与团队总击杀数的百分比比率。团队总击杀数[T]显示在顶部 HUD 上。
The Position Proximity ratio [PP] measures how much assistance a laner gets from a roaming role, and is defined as the percentage ratio of game time that the role is within a certain, assumed radius of (other) lanes and not farming, over the total game time. Proximity measures the amount of assistance, whether in actual fights or in pressure, that laners and especially carry laners may get from that role in order to succeed. Note that this score applies to the laner receiving the assistance, not the one offering it.
位置接近度[PP]衡量游走角色为单线英雄提供的支持程度,定义为角色在游戏时间内处于某个预定半径范围内(其他)线路且不刷野的时间百分比。接近度测量了单线英雄,尤其是核心英雄可能获得的支持数量,无论是实际战斗还是压力态势。请注意,此得分针对接受支持的单线英雄,而非提供支持的角色。
- (Both values are in seconds)
(两个值均以秒为单位)
Most commonly, proximity specifically refers to the role that innately assumes influence on all lanes, meaning the
jungler, in which case it is called Jungle Proximity ratio [JP] and is the most common among all position proximity ratios.
在大多数情况下,proximity 特指对所有路线都有固有影响的角色,即
打野,在这种情况下它被称为打野影响力比率[JP],这是所有位置影响力比率中最常见的。
Example Scores[edit | edit source]
示例得分编辑 | 编辑源代码
The following table provides examples for the various performance statistics of 3 players on a team:
下表提供了一个团队中 3 名玩家的各种性能统计数据:
| Player 玩家 | K | D | A | KD | KDA | DF | DR |
|---|---|---|---|---|---|---|---|
| P1 | 6 | 2 | 5 | 3 | 5.5 | 11 | 2.83 |
| P2 | 2 | 6 | 8 | 0.33 | 1.67 | -6 | 0.67 |
| P3 | 4 | 2 | 17 | 2 | 10.5 | 19 | 1.67 |