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Rating System

Rating Methodology

A transparent, fair, and easy-to-understand rating system

What is the GengMantap Rating System?

GengMantap uses an all-positive rating system inspired by Elo, the same system used in chess and other sports worldwide. This system calculates a team's true strength based on match performance.

Every team starts with a rating of 1500. Your rating always goes up when you play a match — winning gives you a bigger increase, while losing still gives you a small participation reward. The more you play and win, the faster your rating climbs.

🧮 Interactive Rating Calculator

Try it yourself! Enter the ratings of two teams and the match result to see how ratings change.

Team A

Team B

Match Settings

📊 Calculation Results

Team A

1500→1523

+23.3

Team B

1500→1504

+4.1

Shared Factors:

Participation Base:+3
Margin Multiplier:×1.69
Match Type:×1.0
Division Adj:×1.00

Team A Breakdown:

Expected Win:50.0%
K-Factor:24
Recency Weight:×1.00
Raw Delta:+23.32
Final Delta:+23.32

Team B Breakdown:

Expected Win:50.0%
K-Factor:24
Recency Weight:×1.00
Raw Delta:+4.13
Final Delta:+4.13

Formula (All-Positive System):

Winner Δ = Base + K × Margin × MatchType × Recency × (1 - Expected) × DivAdj

Loser Δ = Base × MatchType × CompetitivenessFactor

How It Works

Every match = positive rating for both teams

Winners get a large increase. Losers get a small participation reward. Rankings differentiate through how fast you accumulate — not by punishing losses.

1. Participation Base

Every team gets a base reward just for playing. Competitive matches give slightly more.

Friendly:+3 base
Competitive:+4 base

2. Win Bonus (Winners Only)

Winners get a bonus on top of the participation base. The bonus is larger for upsets (beating a stronger team) and smaller for expected wins.

WinBonus = K × Margin × MatchType × Recency × (1 - Expected) × DivAdj

3. Competitiveness Factor (Losers)

Losing teams get their participation base scaled by how competitive the match was. Close losses (e.g., 2-3) get more than blowout losses (e.g., 0-5).

1-goal loss:~+4 to +5
2-goal loss:~+3 to +4
4+ goal loss:~+3

4. Expected Score

The system calculates win probability based on rating difference. Beating a stronger team gives a bigger win bonus (upset reward).

Expected = 1 / (1 + 10^((RatingB - RatingA) / 400))

5. K-Factor

New teams (fewer matches) have larger win bonuses. This helps their ratings stabilize quickly.

0-9 matches:K = 30
10-29 matches:K = 24
30+ matches:K = 20

6. Margin Multiplier

Winning by a large margin gives a bigger win bonus. Maximum of 4 goals is counted to prevent manipulation.

Multiplier = log(min(goalDiff, 4) + 1) + 1

7. Match Type

Competitive matches (league, cup) give more points than friendly matches.

Competitive:×1.2
Friendly:×1.0

8. Division Adjustment

Winning against a higher division team gives a bigger win bonus (upset reward). Winning against a lower division team gives a smaller bonus.

Veteran beats Open (upset):×1.45 bonus
Same division:×1.00
Open beats Veteran (expected):×0.55 bonus

9. Recency Weight

Teams that haven't played for a long time will have smaller win bonuses. This prevents inactive teams from getting large jumps.

Weight = max(0.6, e^(-days / 60))

10. Cap & Floor

Maximum rating change is +40 points per match. Minimum is +1 point per match. Your rating never goes down from playing a match.

Frequently Asked Questions (FAQ)

Q: Can my rating go down from playing a match?

A: No. Every confirmed match gives you positive rating — even if you lose. Winners get more, but losers still gain a small participation reward. The only way your rating can decrease is through inactivity decay or admin adjustments.

Q: Why is my rating increase small?

A: If you lost the match, you get a small participation reward (+2 to +5). If you won but the increase is small, it could be because: (1) You were expected to win (opponent was weaker), (2) Small goal margin, (3) Friendly match, or (4) Team has been inactive for a long time.

Q: Can I manipulate the system by playing many matches?

A: The confirmation system requires your opponent to verify every match. The margin multiplier caps at 4 goals, and there's a hard cap of +40 points per match. Teams that lose frequently gain much less than teams that win, so rankings still reflect true skill.

Q: What happens if the match is a draw?

A: Both teams get a positive rating increase. The underdog (lower-rated team) gets a slightly bigger bonus since they performed above expectation.

Q: Why does the system reward losers?

A: We believe participation should be encouraged. Teams that play more matches contribute to the community. Winners still gain 4-8× more per match, so skill differentiation is clear over time. The small loser reward removes the fear of logging or confirming matches.

💚 Transparency Commitment

GengMantap is committed to being a transparent and fair ranking platform. All formulas and factors are explained on this page.

We don't hide any calculations. You can use the calculator above to verify every rating change.

If you have questions or suggestions, please contact us at team@gengmantap.com