How is MVP determined?

I just had a game where I had more kills than any other teammate by like 6. I had more combined kills + assists than any other teammate. I had higher of every single stat in the game except for exp gained for which I had 19k vs their 22k.

Yet someone else on my team was the “MVP”. Either the way they determine MVP is broken, or they did it just to spite me because that’s what I had selected for the mecha quest goal.

Deaths play a huge part in determining MVP. Someone did the math a little bit ago, but as far as I remember one death was roughly equal to minus three kills.

2 Likes

True.

If u top damage and die 3 times n kill 10
but another person does 2nd top damage n dies 0 times n get 3 kills,
the second top damage with get mvp

high hero damage mvp is easy
i play ming n hav got mvp even when im on loosing side. bcoz of damage n les deaths.

or, u can go siege damage dealer n get highest siege (which shud get u higest xp)
if u top both of them, u hav bright chance of getting mvp

It’s an algorithm that is more than just deaths, even though deaths are the most to play in the algorithm here’s all the thing it put into consideration:

* add kills

* add assists x [LostVikings=0.75, Abathur=0.75, other=1]

* add (timeSpentDead / gameLength) x 100 x [Murky=-1, Gall=-1, Cho=-0.85, other=-0.5]

* add 1 if player has top hero damage of his team

* add 1 if player has top hero damage of the match (ignored, if both teams have the same top hero damage amount)

* add 1 if player has top siege damage of his team

* add 1 if player has top siege damage of the match (ignored, if both teams have the same top siege damage amount)

* add 1 if player has top healing of the match

* add 1 if player has top XP contribution of his team

* add 1 if player has top XP contribution of the match

* add 0.5 if player is Tank or Bruiser and has top damage received of his team

* add 1 if player is Tank or Bruiser and has top damage received of the match

* add 2 if player won the match

* add 2 x (siegeDamage / topSiegeDamageOfMatch) (ignored, if both teams have the same top siege damage amount)

* add 2 x (heroDamage / topHeroDamageOfMatch) (ignored, if both teams have the same top hero damage amount)

* add 2 x (xpContribution / topXpContributionOfMatch)

* add (healAmount / topHealAmountOfMatch) if player is Healer or Support

* add (damageTakenAmount / topDamageTakenAmountOfMatch) if player is Bruiser or Tank

After then it puts the following into consideration:

* If multiple players share highest score, pick the one with higher XP contribution (or random, if equal XP contribution).
5 Likes

By spamming “exit” and leaving that failure of a screen asap.

I did have more deaths than them so that must be why. I didn’t realize that was so heavily weighted. I mean I get that it gives the other team xp but at the same time me dying more means I was alive in the game less time than them but still had better stats in almost every category.

ok people need to get this in thier heads

MVP does not factor in Amount of deaths

Its Amount time spent dead if you die 3 times early game it’s equal to 1 late game death

If deaths amount determined the MVP dva would never get MVP

2 Likes

Screenshot? Hard numbers definitely help seeing who should get it.

It’s still a useless gimmick anyway.

That actually explains a lot. I’ve gotten a lot of MVP awards on DVa and sometimes with the most deaths on the team but rarely if ever dying in pilot mode

I’m pretty sure it’s time spent dead not just the amount of times you die. Ive had the most deaths on my team as Leo and still received MVP.

1 Like

Toxicity is counted as well. You didn’t insult your mates enough to get MVP.

actually if if were deaths only then heroes like TLV, Misha/Rexxar, Murky, D.Va might have more of an advantage since they have split death penalties. for instance Murky only counts for 0.25 of a death. he has to die 4 times just to equal 1 normal hero death. that is actually how it shows up, as a fractional death.

on the other hand time dead these other heroes may have be slightly disadvantaged in the time dead column. look at this:

say a normal hero dies twice in a game at 16 and 18. late game deaths that give them a longer death time. then murky dies 8 times during the entire game with his egg up (this equals 2 full deaths). the result is actually shocking because although murky comes away with less time he is penalized more.

25min game
normal: (102s x 1500) * 100 * -.5 => -3.4
murky: (64s x 1500) * 100 * -1 => -4.2