Calculation models: win-based, wager-based, multiplier
1. Win-based - points depend on the absolute win.
2. Wager-based - points depend on the volume of bets (wager).
3. Multiplier-based - points depend on relative luck: 'Win/Bet' ratio (multiplier).
No model changes RTP/game outcomes. They only aggregate events into a metric by which players are compared. Below is how to select and configure.
1) Win-based
Essence
Rewards large absolute winnings. Well "sells" dramatic moments (jackpots, big wines).
Basic formulas
Linear: 'Score = k Win'
Smoothed: 'Score = k log2 (Win + 1)' (softens extremes)
With cap: 'Score = min (k Win, Cap_per_spin)'
Examples
Bet 2, win 40 → at 'k = 1': 'Score = 40'.
Bet 2, win 400 → 'Score = 400' (or less if Cap is valid).
Pluses
Simple and straightforward.
Gives "wow" moments and stories for marketing.
Downsides/risks
Pay-to-win: indirectly encourages high rates (big win more often with big bet).
High dispersion, toxicity in the "tail."
Strong dependence on slot volatility.
When to apply
One-off events with an emphasis on "big hits."
In divisions with strict normalization at the rate and caps.
Mandatory fuses
Normalization: 'Score = k log2 (Win + 1)'
Cap points per spin/day.
Cep attempts (best N standings).
Division by average beta.
2) Wager-based (by rate/volume)
Essence
Points are scored for the volume of bets, regardless of the outcome. Encourages "grind" and long sessions.
Basic formulas
Linear: 'Score = k Bet'
Cumulative: 'Score _ total = k Sum (Bet_i)'
Soft bound: 'Score = k log2 (Sum (Bet_i) + 1)'
Examples
100 spins of 1 → 'Sum (Bet) = 100' → 'Score = 100k'.
20 spins of 5 → 'Sum (Bet) = 100' → the same score.
Pluses
Predictability, low variance of sensations.
Managed economy: it is easy to plan for an average speed.
Downsides/risks
Pay-to-win/Pay-to-grind: advantage for those who bet/play more.
Weak "magic of the moment," less emotional highlights.
When to apply
Internal loyalty marathons, battle pass-progression, "quiet" background event.
Never use alone in public tournaments without normalization/cap.
Mandatory fuses
Hard day caps of glasses.
Bonus for the variety of providers so that there is no cycling of one slot.
Divisions by MMR/mid beta.
Responsible game: points only within the limits.
3) Multiplier-based (Win/Bet multiplier)
Essence
Compares relative luck: The higher the 'Win/Bet' ratio, the higher the score, regardless of the absolute bet.
Basic formulas
Log normalization (recommended):- `Score = round(100 log2(Win / Bet + 1))`
- Alternative: percentile/rank of the result among all period spins.
Examples
Bet=2, Win=40 → `Win/Bet=20` → `Score≈ round(100 log2(21)) ≈ 439`.
Bet=5, Win=40 → `Win/Bet=8` → `Score≈ round(100 log2(9)) ≈ 317`.
Pluses
Anti-pay-to-win: The odds are aligned between high-rollers and midcore.
Good "game drive" and a sense of justice.
Easily combined with "sprints" and "best N."
Downsides/risks
Requires clarification in UI ("counting by multiplier").
We need caps against jackpot extremes (often enough log curve).
When to apply
Public tournaments "by default": sprints, weekly marathons, seasonal ratings.
Team/clan events with Top-M contributions.
Mandatory fuses
Offset of the best N attempts/day (for example, N = 20).
Cap points per spin (optional if there are many jackpots).
Elimination/demotion of points for bonus funds.
4) Model comparison (short)
5) Bonus funds, freespins, jackpots
Bonus funds: 'Score _ bonus = coef_bonus BaseScore', where 'coef _ bonus ∈ [0; 0. 5] 'or' 0' (exclude).
Frispins as a prize: only count if it's pre-spelled out in T&C; better with a reduction factor.
Jackpots: log normalization is usually enough; if necessary - 'Cap _ per _ spin' (for example, 700 points/spin).
6) Default anti-abuse and RG
Best N attempts instead of the sum of all (removes the "grind race").
Variety of content: fixed points for the first 'M' unique providers/day (e.g. 'M = 3', 'B = 50').
Cooldown/quotas for repeating the same slot.
Event deduplication (UUID), behavioral detection, anti-bot in the final minutes of sprints.
RG: Points are only awarded within voluntary limits; soft participation caps/day and break reminders.
7) UX-explanations (so that there are no questions)
In the short description of the tournament: what model and how it is considered (1-2 lines).
In extended rules: formula + examples + tie-breaks.
Micro-feedback: "+ 40 points per x3," "2 out of 20 attempts left," "your best multiplier today is x18."
Localization of timers and deadlines; availability (contrast, large numbers, voicing of indicators).
8) Model quality metrics
Fairness: Correlation of points with bet (must be weak in public tournaments), variance of points by quintiles.
Playability: average number of attempts scored/player/day, percentage of players with ≥1 spin scored.
Economy: CPE, share of return of awards (target corridor 0. 2–0. 8% GGR of the involved cohort), ARPDAU/ARPPU.
Retention: D7/D30, Stickiness (DAU/MAU), LTV-uplift participant vs control.
Quality of experience: complaints/10k, abandoned scripts, claim-rate ≤72ch.
9) Out-of-the-box rule templates
Template A - Multiplier + Best N (recommended by default)
Spin points: 'Score = round (100 log2 (Win/Bet + 1))'.
Offset: 'N = 20' best spins/day.
Diversity Bonus: '+ 50' for first 'M = 3' unique providers/day.
Bonus funds: 'coef _ bonus = 0' (not taken into account).
Tiebreaker: 1) early achievement; 2) greater diversity; 3) deterministic draw (seed).
Template B - Win-based with protection
Очки: `Score = k log2(Win + 1)`, `Cap_per_spin = 700`.
Offset: 'N = 15' best spins/day; divisions by average beta (S/M/L).
Bonus funds: 'coef _ bonus = 0. 3`.
Tie-break: early achievement → variety → seed.
Template C - Wager-based as background progression
Очки: `Score_day = min(k Sum(Bet_i), Cap_day)`.
Variety: '+ B' for first 'M' providers/day.
Use only for internal progress events or as a secondary branch of the season, and not for public tournaments.
10) How to choose a model for a task
1. We need fair mass competition → Multiplier (+ best N, diversity bonus).
2. Want "marketing highlights" and stories → Win-based, but always with a log curve, caps and divisions.
3. Requires background "meta-progress" and predictable economy → Wager-based as a parallel branch of quests/season, and not the main rating.
11) Pre-start checklist
Rules
- Selected model (multiplier/win/wager) for the target.
- Formula, mouthguards, best N, diversity bonus.
- Short rule text + full T&C with examples and tie-breaks.
Economy
- RewardRate in corridor 0. 2–0. 8% GGR, payout width 20-40%, 60/30/10 structure.
- Vagers, claim time ≤ 72 hours, Frispin slots with managed variance.
Safety/RG
- Event deduplication, anti-bot, anomalies, prize holds to KYC (where required).
- RG limits, soft participation caps/day, break reminders.
UX/Data
- Tournament center (timer, rule, progress, best attempts).
- Micro-feedback and A11y.
[The] dashboards: participation, fairness, economics, RG.
Win-based - spectacular, but risky without normalization and caps.
Wager-based - manageable, but more suitable for background progression, otherwise pay-to-grind arises.
Multiplier is the gold standard of fair competition: evens up the odds, pairs well with sprints and week-long marathons.
Set up formulas (log curves, best N's), add a diversity bonus, keep the economy in the corridor and observe the RG - and tournaments will be both fun, fair and economically sustainable.