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.
How MMR works
When a Ranked match ends, the system evaluates the following factors:
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:
Winner
+16 MMR
Loser
-16 MMR
Different-rated teams
The expected outcome changes the base 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
Winner performance bonus
Winning teams can earn an additional performance bonus. The bonus increases with the victory margin.
The maximum bonus is +10 MMR.
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.
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%.
Normal loss
-16
Close Match Shield
50% reduction
Final loss
-8
Underdog Shield
The Underdog Shield protects lower-rated teams that perform well against stronger opponents.
Both requirements must be met:
MMR difference
The losing team was 150+ MMR lower.
Performance
The team meets its mode's threshold.
Performance thresholds
Team Deathmatch
15+ kills
Blood and Gold
12+ Gold
When both requirements are met, the losing team loses 0 MMR.
Calculation order
Compare the teams' MMR.
Determine the base MMR change.
Calculate the victory margin.
Apply the winner performance bonus.
Check the losing team's protection eligibility.
Apply the final MMR change.
Score limits
Each mode's score limit is used to calculate the victory margin.
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.
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.
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.
Winner
Normal expected gain
Losing underdog
0
MMR is calculated automatically after every Ranked Match. The final amount varies by team MMR, mode, score, margin, and protection rules.
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