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8 Ball Pool Information

NasuSamaruk01,5 , kunal9082,3 , Player X3 , Sims5334 and TDoGWarrior4


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Author of this article
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8 Ball Pool Information thread starter
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Credit for Tier Information
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Credit for All Cue Informations
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Credit for Of Weekly Competitions and Winnings

Abstract
This article contains all information coming from the official 8 Ball Pool forum.
Each and every section covers different topics for the game. I would like to thank
kunal908, Player X, Sims533, TDoGWarrior and others for gathering the information.
Hope they help!

Contents

1 Levels and Experience Points 2


1.1 Simple XP Goal Approximation . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.2 Advanced XP Goal Approximation . . . . . . . . . . . . . . . . . . . . . . . 8

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1 Levels and Experience Points
The following XP system is subject to change due to future updates.
Table 1.1 Tier Information
1 on 1 Tournament
Tiers Loss Win Loss Win
Downtown London Pub +14 XP +68 XP +17 XP +82 XP
Sydney Marina Bar +35 XP +177 XP +44 XP +212 XP
Moscow Winter Club +72 XP +360 XP +90 XP +432 XP
Tokyo Warrior Hall +177 XP +884 XP +221 XP 1,061 XP
Las Vegas Full House +309 XP +1,547 XP +387 XP 1,856 XP
Jakarta Volcano +707 XP +1,768 XP +442 XP +2,122 XP
Toronto Maple Suite +884 XP +2,210 XP
Cairo Kasbah +999 XP 3,127 XP
Dubai Golden Challenge +1,114 XP 4,044 XP
Shanghai Oriental Pearl +1,114 XP 4,044 XP
Paris Chateau +1,114 XP 4,044 XP
Rome Colosseum +1,114 XP 4,044 XP
Before we cover rank and levels information, lets keep in mind about the weekly competitions
and leagues since there are some users who are interested in knowing their places. Firstly,
we have 10 following league competitions:

1. Brass: Level 1 - 9

2. Bronze: Level 10 - 14

3. Silver: Level 15 - 19

4. Gold: Level 20 - 24

5. Platinum: Level 25 - 34

6. Amethyst: Level 35 - 44

7. Sapphire: Level 45 - 54

8. Emerald: Level 55 - 74

9. Ruby: Level 75 - 99

10. Diamond: Level +100

In addition, you can only be promoted at the end of the competition, even if you reach past
the specific level limit of the same tier. For instance, if you are in Brass League, and you
made to Level 20 before the end of the competition, you stay in that league.

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Secondly, we have the country, friend and world competitions. Level-promoting does not
have any effect on such competitions. Unlike country and world competitions, in friend
competitions, adding friends to your list includes their total weekly earnings for the current
competition.

I would then like to include some info about rewards for those who are not familiar with the
current system. Since the recent XP update, you earn a pool cash on level up to 150. In
other words, a pool cash is rewarded for each new level you reach.

Using what we know about the level limits for each league, we finally combine that with
Ranks & Levels Information to obtain the following tables.
Table 1.2a - Ranks & Levels For Brass League
Ranks From To XP needed Ranks From To XP needed
1 2 25 6 7 976
Trainee
2 3 127 7 8 1,239
Student
3 4 231 8 9 1,772
Beginner 4 5 472 9 10 2,322
5 6 720

Table 1.2b - Levels For Amateurs In Bronze League


From To XP needed
10 11 2,887
11 12 2,887
12 13 3,470
13 14 4,070
14 15 6,693

Table 1.2c - Levels For Skilled In Silver League


From To XP needed
15 16 8,064
16 17 9,476
17 18 10,930
18 19 12,428
19 20 12,757

Table 1.2d - Ranks & Levels For Gold League


Ranks From To XP needed
Skilled 20 21 13,096
21 22 13,443
22 23 13,799
Semi-Pro
23 24 14,164
24 25 14,540

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Table 1.2e - Ranks & Levels For Platinum League
Ranks From To XP needed Ranks From To XP needed
25 26 14,925 28 29 16,143
Semi-Pro 26 27 15,321 29 30 16,571
27 28 15,727 30 31 17,010
Professional 31 32 17,461
32 33 17,924
33 34 18,399
34 35 18,886

Table 1.2f - Ranks & Levels For Amethyst League


Ranks From To XP needed
Professional 35 36 19,387
36 37 19,901
37 38 20,428
38 39 20,969
39 40 21,525
Virtuoso 40 41 22,095
41 42 22,681
42 43 23,282
43 44 23,899
44 45 24,532

Table 1.2g - Levels For Expert In Sapphire League


From To XP needed From To XP needed
45 46 25,182 50 51 28,701
46 47 25,850 51 52 29,461
47 48 26,535 52 53 30,242
48 49 27,238 53 54 31,043
49 50 27,960 54 55 31,866

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Table 1.2h - Ranks & Levels For Emerald League
Ranks From To XP needed Ranks From To XP needed
55 56 32,710 66 67 43,615
56 57 33,577 67 68 44,771
57 58 34,467 68 69 45,957
58 59 35,380 69 70 47,175
59 60 36,618 Master 70 71 48,425
Veteran 60 61 37,280 71 72 49,708
61 62 38,268 72 73 51,026
62 63 39,282 73 74 52,378
63 64 40,323 74 75 53,766
64 65 41,392
65 66 42,489

Table 1.2i - Ranks & Levels For Ruby League


Ranks From To XP needed Ranks From To XP needed
75 76 55,191 91 92 83,870
Master 76 77 56,653 92 93 86,093
77 78 58,155 93 94 88,375
78 79 59,696 94 95 90,716
79 80 61,278 VIP 95 96 93,120
80 81 62,901 96 97 95,588
81 82 64,568 97 98 98,121
82 83 66,279 98 99 100,721
83 84 68,036 99 100 103,391
Grand Master 84 85 69,839
85 86 71,689
86 87 73,589
87 88 75,739
88 89 77,541
89 90 79,596
90 91 81,705

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Table 1.2j - Ranks & Levels For Diamond League
Ranks From To XP needed Ranks From To XP needed
100 101 106,130 120 121 179,068
101 102 108,943 121 122 183,814
VIP 102 103 111,830 122 123 188,685
103 104 114,793 123 124 193,685
104 105 117,835 124 125 198,818
105 106 120,958 125 126 204,086
106 107 124,163 126 127 209,494
107 108 127,454 127 128 215,046
108 109 130,831 King 128 129 220,745
109 110 134,298 129 130 226,595
110 111 137,857 130 131 232,599
111 112 141,510 131 132 238,763
Superstar 112 113 145,260 132 133 245,090
113 114 149,110 133 134 251,585
114 115 153,061 134 135 258,252
115 116 157,117 135 136 265,096
116 117 161,281 136 137 272,121
117 118 165,555 137 138 279,332
118 119 169,942 138 139 286,735
119 120 174,446 139 140 294,333
140 141 302,133
141 142 310,139
142 143 318,358
143 144 326,794
Pool Emperor
144 145 335,455
145 146 344,344
146 147 353,469
147 148 362,836
148 149 372,451
149 150 382,321
Fact 1. There are currently 150 levels in the game. Though in mobile version there exists
an XP upper bound for Level 150, no matter the number of matches you played, you stay in
the same level.

1.1 Simple XP Goal Approximation


Though Table 1.1 illustrates specific amounts of XP earned for either loss or win, the certain
numbers of played matches, wins and losses do not apply to all players. In Ranks & Levels
Information, Player X derived the approximate the amount of specific tier matches to exceed
certain amount of XP as followed:
 
XP needed
expected # of specific matches = ()
XP win (win %) + XP loss (1 (win %))

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Clearly, by Table 1.1, you earn more XP from winning and less XP from losing. If the win
percentage is very high, then the value of the bottom equation is greater than XP needed.
This decreases the expected number of matches to play. Otherwise, low win percentage
increases the number of matches to reach certain XP. Thus,

Fact 2. The higher your win percentage, the less played matches needed. The lower your
win percentage, the more played matches needed.

Example. Let us observe the following image carefully:

Figure 1.1: Player Xs profile

Player Xs win percentage is 72.4%, which is equivalent to 0.724. If he were to play 1-on-1
matches in Moscow Winter Club to reach 59,696 XP, and his current amount of XP is 23,596
XP, the difference is 36,100 XP to reach level 79. Therefore,
 
36100
expected # of specific matches =
360 0.724 + 72 (1 0.724)
= d128.69 e = 129

which leads to the following general method:

Step 1: Check your personal win percentage.

Step 2: Take the XP won and XP loss for the specific tier type from Table 1.1.

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Step 3: Find the amount of XP you need to reach the goal.
Step 4: Calculate, using Equation ().
Remark. If we were to determine the number of specific matches for reaching higher level
that is not adjacent to ours, then we need to combine more than an amount of XP needed.
For instance, if Player X were to reach Level 100 from the current XP and level, he needs to
sum up all XP values from Level 79 (adjacent level) to Level 100 (using Table 1.2i) before
substituting all the values together for Equation ().

1.2 Advanced XP Goal Approximation


Note: The information in this subsection contains a lot of mathematics. Proceed at your
own risk.

Player X found the approximation of accumulating to certain XP. However, his equation
only applies to the specific match. We should ask ourselves: is it possible to formulate the
approximation for any type of match or more? We work this question out carefully from
scratch.

Lets observe Equation (). Notice that the variables XP won and XP loss came from Table
1.1. With all known variables, we determine the number of specific matches to be played.
The approximation works for any XP you need to reach and any type of matches you play.
For this case, we can sum up more than an equation to obtain the summation of similar
equations. Therefore, the general equation is
12  
X XP goal(i )
expected # of matches =
i=1
XP win(i ) win % + XP loss(i ) (1 win %)
4  
X XP goal(j )
+ ()
j=1
XP win( j ) win % + XP loss(j ) (1 win %)

For Equation ()
1. 1 , 2 , , 12 are 12 variables that represent known, distinct 1-on-1 tier matches. You
can see the list of available 1-on-1 tier matches in Table 1.1.
2. 1 , 2 , 3 , 4 are four variables that represent known, distinct tier tournaments. Consult
Table 1.1 for more information about available tournaments.
3. XP goal(i ) is the function that represents XP goal for the certain type of 1-on-1
match.
4. XP goal(j ) is the function that represents XP goal for the certain type of tournament.
5. XP win(i ), XP loss(i ), XP win(j ) and XP loss(j ) are functions that represent
certain amount of XP for wins and losses, respectively, for specific tier.

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The conditions are
1. XP goal(i ), XP goal(j ) 0 for any 1 i 12 and 1 j 4.
12
X 4
X
2. total XP needed = XP goal(i ) + XP goal(j ) 0.
i=1 j=1

3. total XP needed current XP, which is equivalent to total XP needed current XP 0.


These conditions imply that the number of matches to be played must be nonnegative inte-
ger since XP goals are nonnegative integers. Firstly, because the sum of nonnegative values
is nonnegative, the expected number of matches must be nonnegative. Secondly, the value
of ceiling equation must be an integer. Since the sum of integers is an integer, the sum of
ceiling equations is an integer. These verify that the calculation must be correct.

Similar steps follow for this complex computation, but there exists extra info to keep in
mind:
Step 1 Check your personal win percentage.
Step 2 Take the XP won and XP loss for your tier choices from Table 1.1.
Step 3 Find the amount of XP you need to reach the goal. If you have more than a tier
choice, you decide how many XPs you want to accumulate for a certain tier. Otherwise,
continue to the next step.
Step 4 Calculate, using Equation ().
Example. Lets revisit Figure 1.1. Suppose that Player X plays 1-on-1 Jakarta matches
and London tourneys. Assume that his initial win percentage is 72.4, and that he wants
to earn 20,000 XP from Jakarta and 16,100 XP (altogether 36,100 XP) from London. By
Table 1.1,
1. 1-on-1 Jakarta Volcano matches: XP win (+1,768 XP) and XP loss (+707 XP)
2. Downtown London Pub tournaments: XP win (+82 XP) and XP loss (+17 XP)
Therefore,
 
20000
expected # of matches =
1768 0.724 + 707 (1 0.724)
 
16100
+
82 0.724 + 17 (1 0.724)
= d13.55 e + d251.32 e
= 14 + 252 = 266
Remark. Though the approximations we discovered do not verify with the possible future
outcomes all the time, they are the most efficient formulas to calculate the number of matches
to be played. For accuracy, you may play a match by match and count the played matches
to exceed certain XP, but this seems very tedious for players to use.

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