Not really ...
But what do you mean with "wrong"? Is the result only different from the expected one, or do you talk about a real bug. Final health are hard to predict after more than ten (if you did not changed this) rounds, as old values are overwritten by knew ones.
I'll explain with an example, where only the last two rounds are taken into account, but 5 rounds are played. Max. Health may be 200 here, min health 1.
Quote:
Two Players:
Death Kill
1 0
0 1
Result: 110 Health vs 90 Health
1 0
0 1
Result: 120 Health vs 80 Health
1 0
0 1
Result: 120 Health vs 80 Health
0 1
1 0
Result: 100 Health vs 100 Health
0 1
1 0
Result: 80 Health vs 120 Health
|
As you may see, the last two values seem to be strange. But why does this happen. After round three, player ones death-kill-ratio is at 2vs0, 3vs0 was not possible, because when dying the third time, round one is not taken into account anymore. When calculating his d-k-ratio, he gets one death added, because he lost, and one subtracted, because round one gets out of scope. Now in round three he wins. Now round two gets out of scope, his deaths are decreased by one again, but he gets one kill added. Now his death-kill-ratio is 1vs1. In round five he wins again, now round three gets out of scope, his deaths are decreased ones more and his kills increased, now he has a d-k-ratio of 0vs2.
If you do not like this effect, which is immanent with this formula, please wait for the trivial-version I'll post within the next days. This one will not forget kills and deaths until map change. Alternatively you may increase the number of rounds taken in account.
Edit: With version 1.5 the result will be even more confusing, as his health will not follow his d-k-ratio instantly if it is changing to fast. You will only loose or gain 10 % per round maximum with the default settings.