> For the complete documentation index, see [llms.txt](https://wiki.osro-revo.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.osro-revo.gg/in-game-events/dimension-drill/dd-mmr-system.md).

# DD - MMR System

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.

{% hint style="info" %}
MMR helps match teams with opponents of similar skill.
{% endhint %}

### 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** |

{% hint style="info" %}
Beating a stronger team earns more MMR. Losing to one can be less punishing.
{% endhint %}

### 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** |

{% hint style="info" %}
The shield uses the normalized score margin, not only the point difference.
{% endhint %}

#### 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** |

{% hint style="warning" %}
MMR is calculated automatically after every Ranked Match. The final amount varies by team MMR, mode, score, margin, and protection rules.
{% endhint %}
