Tourney Payout Calculator (1 Viewer)

big32dave

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So I've been nerding out making my own spreadsheet based tournament tracker. I'm automating the payout calculations for up to 10 places paid. What do you think of these breakdowns?

Places Paid:1st2nd3rd4th5th6th7th8th9th10th
1​
100.00%​
2​
65.00%​
35.00%​
3​
55.00%​
30.00%​
15.00%​
4​
50.00%​
25.00%​
15.00%​
10.00%​
5​
48.00%​
23.00%​
14.00%​
10.00%​
5.00%​
6​
45.00%​
21.00%​
13.00%​
10.00%​
6.50%​
4.50%​
7​
42.00%​
19.00%​
12.00%​
10.00%​
7.50%​
6.00%​
3.50%​
8​
38.00%​
18.50%​
11.50%​
10.00%​
7.50%​
6.00%​
5.00%​
3.50%​
9​
35.00%​
17.75%​
11.00%​
9.75%​
7.50%​
6.50%​
5.50%​
4.00%​
3.00%​
10​
32.00%​
17.00%​
10.75%​
9.75%​
7.50%​
6.25%​
5.50%​
4.50%​
4.00%​
2.75%​
 
Another way to calculate it:
  • Starting at 1, double the payout number for each ascending position
  • Divide each payout number by the sum of all payout numbers to determine the percentage paid
Example, three payouts:
payout numbers are 1, 2, 4 = 7 total
1st = 4/7 = 57%
2nd = 2/7 = 29%
3rd = 1/7 = 14%

Example, five payouts:
payout numbers are 1, 2, 4, 8, 16 = 31 total
1st = 16/31 = 52%
2nd = 8/31 = 26%
3rd = 4/31 = 13%
4th = 2/31 = 6%
5th = 1/31 = 3%

This method maintains the same payout relativity regardless of the number of participants or payouts, and each ascending pay increase percentage is always larger than the previous one (makes no sense to get a 5% increase from 5th to 4th place, but only a 4% increase from 4th to 3rd, for example).

You can also substitute other multipliers (instead of 2) for the payout number increases to tailor it to personal taste, although the multiplier is usually between 1.5 and 2.0. You can even use a sliding scale of multipliers, lowering it as the number of payouts increases (starting with 2.0 for two places down to 1.55 for ten places in increments of 0.05, for example). The base number doesn't have to be 1, either -- you can start with 0.9 or an even lower base to decrease the minimum payout amounts.
 
Hum?

what i'm doing wrong?


1 512/1023 = 0.500488759 = 50%
2 256/1023 = 0.250244379 = 25%
3 128/1023 = 0.12512219 = 13%
4 64/1023 = 0.062561095 = 6%
5 32/1023 = 0.031280547 = 3%
6 16/1023 = 0.015640274 = 2%
7 8/1023 = 0.007820137 = 1%
8 4/1023 = 0.003910068 = 0%
9 2/1023 = 0.001955034 = 0%
10 1/1023 = 0.000977517 = 0%
 
Hum?

what i'm doing wrong?


1 512/1023 = 0.500488759 = 50%
2 256/1023 = 0.250244379 = 25%
3 128/1023 = 0.12512219 = 13%
4 64/1023 = 0.062561095 = 6%
5 32/1023 = 0.031280547 = 3%
6 16/1023 = 0.015640274 = 2%
7 8/1023 = 0.007820137 = 1%
8 4/1023 = 0.003910068 = 0%
9 2/1023 = 0.001955034 = 0%
10 1/1023 = 0.000977517 = 0%
Moral: Don't pay 10 places. :D But lowering the multiplier will help correct that for large numbers of payouts.

Btw, your results should show 3rd=12.5% and 6th=1.5%, leaving 0.5% each for 8th and 9th places.
 
@BGinGA thank you for this concise algorithm. This is hugely helpful, and is easy to modify to taste.

I plugged in the Fibonacci sequence starting at 2 as a “sliding scale” for the multiplier and as expected it yields a flatter but still nicely progressive payout. Fun!! :tup:
 
Or, if you want to keep it really easy, you could do it like a local group of players I know here and just pay out 1 spot, regardless of how many people buy-in. 6 players? 1 spot. 20 players? Still 1 spot.

Yeah, I don't play with them anymore... :ROFL: :ROFLMAO:
 
I’m just avoid the math dumbs…. And use an app

DCBC17C5-930E-403C-B042-3B28619B3781.jpeg
F5E7A7C6-177F-4E45-9490-39A04CD34B3C.jpeg
 

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