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DD - MMR System

Learn how Dimension Drill ranked matches calculate MMR gains, losses, and protection.

Dimension Drill uses Matchmaking Rating (MMR) to rate teams in Ranked Matches. Higher MMR represents a stronger competitive rating.

Each match updates MMR based on the result, the teams' ratings and the final score margin.

MMR helps match teams with opponents of similar skill.

How MMR works

When a Ranked match ends, the system evaluates the following factors:

Factor
Effect

Match result

Determines whether MMR is gained or lost.

Team MMR difference

Sets the expected MMR change.

Score margin

Adds a bonus for decisive wins.

Close match

Reduces the losing team's MMR loss.

Underdog performance

May prevent an eligible team's MMR loss.

Team MMR difference

The system compares team MMR before the match. An upset win earns more MMR. Beating a lower-rated team earns less.

Equal-rated teams

If both teams have 1,000 MMR, the standard change is:

Result
MMR change

Winner

+16 MMR

Loser

-16 MMR

Different-rated teams

The expected outcome changes the base reward.

Matchup
Expected result
Example winner reward

1,000 vs. 1,000

Evenly matched

+16

1,200 vs. 900

Higher-rated team wins

+8

900 vs. 1,200

Lower-rated team wins

+28

Beating a stronger team earns more MMR. Losing to one can be less punishing.

Winner performance bonus

Winning teams can earn an additional performance bonus. The bonus increases with the victory margin.

The maximum bonus is +10 MMR.

Victory margin
Bonus

Very close

Little or no bonus

Moderate

Small bonus

Large

Larger bonus

Maximum

Up to +10 MMR

Example: decisive Team Deathmatch win

Team Deathmatch score of 9-0 has a 60% margin. Team Deathmatch uses a maximum score of 15.

Calculation
MMR

Base win

+16

Performance bonus

+6

Final gain

+22

Loss protection

Losing teams can qualify for one of two protection systems.

Close Match Shield

Matches with a normalized score margin below 15% count as extremely close. The losing team's MMR loss is reduced by 50%.

Calculation
MMR

Normal loss

-16

Close Match Shield

50% reduction

Final loss

-8

The shield uses the normalized score margin, not only the point difference.

Underdog Shield

The Underdog Shield protects lower-rated teams that perform well against stronger opponents.

Both requirements must be met:

Requirement
Condition

MMR difference

The losing team was 150+ MMR lower.

Performance

The team meets its mode's threshold.

Performance thresholds

Game mode
Required performance

Team Deathmatch

15+ kills

Blood and Gold

12+ Gold

When both requirements are met, the losing team loses 0 MMR.

Calculation order

  1. Compare the teams' MMR.

  2. Determine the base MMR change.

  3. Calculate the victory margin.

  4. Apply the winner performance bonus.

  5. Check the losing team's protection eligibility.

  6. Apply the final MMR change.

Score limits

Each mode's score limit is used to calculate the victory margin.

Game mode
Maximum score

Team Deathmatch

15

Shapeshift

60

Blood and Gold

99

Cart Contest

100

Examples

Decisive victory

Two teams each have 1,000 MMR. The final score is 9–0.

Team
MMR change

Winner

+22

Loser

-16

The winner receives +16 base MMR and a +6 performance bonus.

Very close match

Two teams each have 1,000 MMR. A Team Deathmatch ends 2–0.

The margin is below 15%. The losing team receives the Close Match Shield.

Team
MMR change

Winner

+17

Loser

-8

Underdog performance

A 900 MMR team loses to a 1,100 MMR team. The losing team is 200 MMR lower and meets its mode's performance threshold.

Team
MMR change

Winner

Normal expected gain

Losing underdog

0

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