For basic info about PVP Ranks and Honorable Kills see Honor.
Variables[]
 HK
 Number of Honorable Kills you have made.
 DK
 Number of Dishonorable Kills you have made.
 CP
 Number of Contribution Points you have earned in a given week.
 WS
 Weekly Standing, your CP standing relative to the other players on your faction side for the week.
 NR
 Number of Ranked players for your faction in a given week. (Also the highest WS value awarded to a player for the week.)
 RP
 Number of Rank Points you have earned over all weeks.
 HS
 Honor Standing, your RP standing relative to the other players on your faction side overall.
 Rank
 0  14. Your PVP Rank determines your PvP Title.
 BHU
 Bonus Honor Unit, the base amount of bonus CP earned for achieving objectives in battlegrounds. Each objective is worth 1 or more BHU's.
Note that in the old system, rank was used to determine what equipment you can purchase at the PVP faction vendors.
Contribution Points[]
 Your CP score is reset to 0 at weekly server maintenance, so every Tuesday in US and mainland China, every Wednesday in EU.
CP for Honorable Kills[]
 You get more honor for killing higher ranked players.
 In Patch 1.8.0 these numbers were raised.
Rank  Alliance Title  Horde Title  CP for Kill (pre1.8)  CP for Kill (1.8+) 

1  Private  Scout  166  198 
2  Corporal  Grunt  175  210 
3  Sergeant  Sergeant  185  221 
4  Master Sergeant  Senior Sergeant  195  233 
5  Sergeant Major  First Sergeant  205  246 
6  Knight  Stone Guard  217  260 
7  KnightLieutenant  Blood Guard  229  274 
8  KnightCaptain  Legionnaire  241  289 
9  KnightChampion  Centurion  254  305 
10  Lieutenant Commander  Champion  268  321 
11  Commander  Lieutenant General  283  339 
12  Marshal  General  298  357 
13  Field Marshal  Warlord  315  377 
14  Grand Marshal  High Warlord  332  398 
 The CP per HK are divided among all the groups that caused damage to the killed player.
 Your CP per HK is subject to the diminishing returns rule. Within a 24 hour period you will only get credit for 10 HKs against a given player, as follows: ( Updated to the new 1.12 Patch)
 1st kill = 100% CP
 2nd kill = 90% CP
 3rd kill = 80% CP
 4th kill = 70% CP
 5th kill = 60% CP
 6th kill = 50% CP
 7th kill = 40% CP
 8th kill = 30% CP
 9th kill = 20% CP
 10th kill = 10% CP
 11th and subsequent kills = 0 CP
 Contrary to official Blizzard statements there actually exists a group and even raid bonus when number of players who get the share of group honor is 3 or higher.
 DK's immediately lower RP's (overall score) rather than your CP's (weekly score).
 The CP's that you earn each day can be viewed under the honor tab of your character window on the next day.
Estimated Honor Points[]
 You can view your estimated honor earnings per kill in your Combat message window. You can also display those messages in your main chat window by enabling them in the Filters, Combat Messages, Honor Messages menu.
 An estimated honor message looks like this:
Soandso dies, honorable kill Rank: Senior Sergeant (Estimated Honor Points: 38)
 The Estimated Honor Points number does not account for the diminishing returns rule. It is up to you or the mod of your choice to keep track of how many times you've killed each player.
CPs from Faction Leaders[]
 One report (see Discussion page) says that killing Thrall was worth 488 CP and 0 reputation.
CPs from Battlegrounds[]
 "Your team" in the notes below refers to everyone on your side of the battleground, regardless of groups or raid groups.
 CP rewards scale down for players under level 60. The amount of reward for each objective is a multiple of the BHU for the level of battleground that you are in. The BHU is determined by the CP that would be awarded to the highest level in the range, if they made an honorable kill on a Rank 1 target. (So 198 CP for level 60 battlegrounds, as per the honor per rank table above.)
 Bonus Honor Units (BHU) by Battleground Level Range:
Level Range  BHU  Relative Percent 

1019  24 CP  12% 
2029  41 CP  21% 
3039  68 CP  34% 
4049  113 CP  57% 
5059  189 CP  95% 
AV 5160  198 CP  100% 
60  198 CP  100% 
 Bonus honor for objectives are awarded immediately when the objective is achieved. This means that:
 If you enter a battleground late, you will not receive bonus honor for objectives before you arrived.
 If you leave a battleground before the end of the match, you will keep any awarded bonus you have received so far, but you will not receive the bonuses awarded at the end of the match.
 If a game ends prematurely due to lack of players outnumbering team will be granted victory when timer expires regardless of objectives.
Alterac Valley[]
 This section is a work in progress (see talk page).
 Each side has 1 General. Killing the General gives your team bonus honor, and wins the match. If a game ends prematurely due to lack of players, General of outnumbered team will be killed when timer expires, unless both teams don't have enough players in which case all players will be kicked out and awarded a Deserter debuff.
 Each side has 1 Captain, 4 Commanders, and 6 Lieutenants. These NPCs give your team bonus honor when killed.
Alliance NPCs (targets for Horde) 
Horde NPCs (targets for Alliance)  

Vanndar Stormpike <Stormpike General> 
Drek'Thar <Frostwolf General>  
Captain Balinda Stonehearth  Captain Galvangar  
Commander Duffy  Commander Karl Philips  Commander Dardosh  Commander Louis Philips 
Commander Mortimer  Commander Randolph  Commander Malgor  Commander Mulfort 
Lieutenant Greywand  Lieutenant Largent  Lieutenant Grummus  Lieutenant Lewis 
Lieutenant Lonadin  Lieutenant Mancuso  Lieutenant Murp  Lieutenant Rugba 
Lieutenant Spencer  Lieutenant Stouthandle  Lieutenant Stronghoof  Lieutenant Vol'talar 
 Each side has 4 Towers or Bunkers. These structures give your team bonus honor when destroyed.
Alliance Bunkers (targets for Horde) 
Horde Towers (targets for Alliance)  

Dun Baldar North Bunker  Dun Baldar South Bunker  East Frostwolf Tower  West Frostwolf Tower 
Icewing Bunker  Stonehearth Bunker  Iceblood Tower  Tower Point 
 Each side has 3 captured Wing Commanders found in enemy territory. These NPCs can be rescued for bonus honor. After rescue, these NPC's collect items (medals for Alliance, flesh for Horde) to release the flight to help your side fight.
Alliance Wing Commanders (rescued by Alliance) 
Horde Wing Commanders (rescued by Horde) 

Wing Commander Ichman (West Frostwolf Tower)  Wing Commander Guse (Icewing Bunker) 
Wing Commander Slidor (Tower Point)  Wing Commander Jeztor (Stormpike Lumbermill) 
Wing Commander Vipore (Frostwolf Village)  Wing Commander Mulverick (Dun Baldur North Bunker) 
 this table is not yet complete...
Qty  Bonus Objective  BHU Value  Level Range 

5160  
11  Killing enemy Lieutenant/Commander/Captain  1  198 
4  Destroying enemy Tower/Bunker  1  198 
3  Rescuing friendly Wing Commander  1  198 
1  Summoning Ivus the Forest Lord or Lokholar the Ice Lord  * 1  * 198 
4  Controlling friendly Tower/Bunker at end of match  1  198 
1  Friendly Captain survived until end of match  1  198 
10  Friendly Lieuetenant/Commander survived until end of match  * 0  * 0 
7  Controlling graveyard at end of match  * 0  * 0 
1  Killing enemy General  4  792 
1  Winning the match  * 1  * 198 
1  Extra for winning the holiday match  * 2  * 396 
1  Extra for completing holiday match (win or loss, but not tie)  * 8  * 1584 
* indicates that this value requires extra confirmation, but it has very high probability of being correct 
Arathi Basin[]
 Your team earns bonus honor for collecting resources. During normal days, the bonus is awarded every time your team collects a multiple of 330 resource. On the Arathi Basin Holiday weekend, your team collects bonus for every multiple of 200 resources.
 Your team also gets an additional bonus honor award for winning the match, regardless of the holiday schedule.
 If a game ends prematurely due to lack of players outnumbering team will be granted victory when timer expires regardless of resources.
Bonus Objective  BHU Value  Battleground Level Range  

2029  3039  4049  5059  60  
Every 330 resources, nonholiday  1  41  68  113  189  198 
Winning the match, nonholiday  1  41  68  113  189  198 
Total Win bonus, nonholiday  7  287  476  791  1323  1386 
Every 200 resources, holiday  1  41  68  113  189  198 
Winning the match, holiday  1  41  68  113  189  198 
Total Win bonus, holiday  11  451  748  1243  2079  2178 
Warsong Gulch[]
 Your team earns 2 BHU for each capture of the opponents' flag.
 Your team earns 1 BHU for winning the match.
 During Warsong Gulch Holidays both teams also earn an additional 3 BHU when match ends.
 During Warsong Gulch Holidays the winning team earns an additional 2 BHU (in addition to normal 1 BHU for victory).
 If a game ends prematurely due to lack of players outnumbering team will be granted victory when timer expires regardless of flags.
Bonus Objective  BHU Value  Battleground Level Range  

1019  2029  3039  4049  5059  60  
Every flag captured  2  48  82  136  226  378  396 
Winning the match  1  24  41  68  113  189  198 
Total Win (3 flags + win), nonholiday  7  168  287  476  791  1323  1386 
Total Loss (0 flags), nonholiday  0  0  0  0  0  0  0 
Extra for completing a holiday match, win or lose  3  72  123  204  339  567  594 
Extra for winning a holiday match  2  48  82  136  226  378  396 
Total Win (3 flags + win), holiday  12  288  492  816  1356  2268  2376 
Total Loss (0 flags), holiday  3  72  123  204  339  567  594 
Quests[]
 Marks are awarded at the end of the match in each of the three battlegrounds.
 You earn 3 Marks for winning a match, 1 Mark for losing a match, and no marks if you quit out before the match is completed.
 Turning in the quest for 3 Marks from each of the 3 battlegrounds (Concerted Efforts for Alliance, For Great Honor for Horde) is worth an additional 2388 CPs (at all levels, although only 51 and up can actually accomplish it because lower levels have no access to Alterac Valley).
 Turning in one of the quests for 3 Marks from a single battleground is worth as follows:
Level Range  CP 

1019  50 
2029  82 
3039  138 
4049  228 
5059  378 
(AV) 5160  398 
60  398 
CP PseudoCode[]
my CP = 0; # on Tuesday after the patch CP = CP + SomeHKFunction(My Level, Target Level, My Rank, Target Rank); # for each HK CP = CP + SomeBGFunction(My Level, BG Points, ???); # for battleground objectives CP = CP + SomeNPCReward(); # for killing NPC honor targets
Weekly Standings[]
 Your WS is calculated every week during the Tuesday server patch.
 The person with the most CP's for the week on your side will have a WS of 1. The next highest CP score will have a WS of 2. And so on...
 Your CP score is relative to the other players on your server/side. The absolute number of CP's you gain in one week can be wildly different from those you get in another week, and yet you may still get the same WS.
 Any player that does not earn at least 15 HK's in a week will not be included in the weekly standings, and therefore cannot gain Rank.
 There is also "a cutoff calculated based on the number of Honorable Kills made by all characters of your faction this week. Those having less HK than this cutoff (but at least 15 HK) will not be included in the calculations this week, but their points for the week will be enough to at least attain or keep Rank 1." [1]
 The HK cutoff was changed from 25 HK to 15 HK in or shortly after patch 1.10. (28Mar2006)
WS PseudoCode[]
@ListOfPlayers = list of all players on the server on this side (alliance/horde); foreach player (@ListOfPlayers) { if (HK(player) < 15) { delete player from @ListOfPlayers; } else if (CP(player) < cutoff) { delete player from @ListOfPlayers; if (Rank(player) == 0) { # 15 HK's is all you need to promote from no Rank to Rank=1 Rank(player) = 1; RP(player) = 0; } } } standing=1; foreach player (@ListOfPlayers sorted by CP highest to lowest) { WS(player) = standing; standing++; } NR = standing; # total number of ranked players this week
Rank Points[]
 Your RP score is adjusted weekly, during or before weekly maintenance (Tuesday for US, Wednesday for EU) .
 Your weekly adjustment is equal to your RP Earnings, minus your RP Decay.
Weekly RP Earnings[]
 Your weekly earning depends on your WS, CP and the NR.
 The function to convert CP to RP is piecewiselinear in CP. This function changes every week, depending upon how everyone on your server/side scores in the weekly standings.
 The WS and NR are used to determine where the end points are for each linear segment.
 The top end point is defined as (CPmax, 13000). In other words, the player scoring the most CP in a given week will earn 13000 RP. (Except on small servers, see below.)
 The bottom end point is defined as (0, 0). In other words, 0 CP earns 0 RP.
 The middle points are defined using Breakpoints, which are fractions of the total NR who will earn enough points to make progress toward each of the given ranks.
 The Breakpoints are observed to be (pre1.12):
Group  BreakPt  % in Group  RP at BreakPt  v1.12 BreakPt 

14  0.002  0.2  12 000  0.003 
13  0.007  0.5  11 000  0.008 
12  0.017  1.0  10 000  0.020 
11  0.037  2.0  9 000  0.035 
10  0.077  4.0  8 000  0.060 
9  0.137  6.0  7 000  0.100 
8  0.207  7.0  6 000  0.159 
7  0.287  8.0  5 000  0.228 
6  0.377  9.0  4 000  0.327 
5  0.477  10.0  3 000  0.436 
4  0.587  11.0  2 000  0.566 
3  0.715  12.8  1 000  0.697 
2  0.858  14.3  400  0.845 
1  1.000  14.2  0  1.000 
These observations are approximate due to the sparse data available in the lowranking groups. 
 The 1.12 patch changed the breakpoints, placing more people in the highest brackets for faster advancement. The new breakpoints listed above are estimates from a single server study.
 This is used to determine the WS at the top of each Breakpoint by:
WS (at breakpoint) = round( NR * BreakPt )
 The CP for the person at that WS, and the person at the next higher WS are used to determine the CP location at the breakpoint:
CP (breakpoint) = ( CP(WS) + CP(WS+1) ) / 2
 CP location at breakpoint seems to be almost exactly in the middle for the datasets that I have checked so far.
Breakpoint Example[]
 This is real data for the week ending Jan 25, 2006, on the Lothar Server, Alliance Side, as recorded by Greenman.
# CPmax for WS=1 was 431492 # NR was 2045 # Breakpoints are: WS(14) = 0.002 * 2045 = 4.09 = 4 WS(13) = 0.007 * 2045 = 14.32 = 14 WS(12) = 0.017 * 2045 = 34.76 = 35 WS(11) = 0.037 * 2045 = 75.66 = 76 WS(10) = 0.077 * 2045 = 157.46 = 157 WS( 9) = 0.137 * 2045 = 280.17 = 280 ... and so on ...
# CP value at the 14 breakpoint is: CP(14) = (CP(WS=4) + CP(WS=5)) / 2 = (323844 + 306394) / 2 = 315119 # CP value at the 13 breakpoint is: CP(13) = (CP(WS=14) + CP(WS=15)) / 2 = (227956 + 225061) / 2 = 226508 ... and so on ...
# the complete function is defined by the points: (431492, 13000) # top CP score gets top RP score (315119, 12000) # breakpoint 14 (226508, 11000) (164960, 10000) (120420, 9000) ( 76316, 8000) ( 54408, 7000) # breakpoint 9 ( 36958, 6000) ( 23369, 5000) ( 15491, 4000) ( 9221, 3000) ( 5231, 2000) # breakpoint 4 ( 2539, 1000) ( 910, 400) ( 0, 0) # bottom end point
Using the Fitted Function[]
 The function is linear between each of the points, so find the two points that bound your CP score, and you know which group you are in.
 Then take the linear fit between those two points to determine your RP earning.
 For example:
# Greenman earned CP=61353 during the week ending Jan 25th. # Upper bound point: ( 76316, 8000) # Lower bound point: ( 54408, 7000) RP = (CP  CPlo) / (CPup  CPlo) * (RPup  RPlo) + RPlo RP = (61353  54408) / (76316  54408) * (8000  7000) + 7000 RP = 6945 / 21908 * 1000 + 7000 RP = 7317 # which is exactly what he did earn that week
RP Earning PseudoCode[]
# Variables: # NR = total number of ranked players ont he server/side # @CP = array of the CP scores for each of the ranked # players, indexed by their WS # @FX = the X (CP) value of the 15 function control points # @FY = the Y (RP) value of the 15 function control points # # Before any scoring can be done, we need to determine # the parameters of the piecewiselinear function for # this week. This is done with the following function call: # (@FX, @FY) = GenerateFunction(NR, @CP); sub GenerateFunction (NR, @CP) { # # initialize the breakpoint values BRK[14] = 0.002; BRK[13] = 0.007; BRK[12] = 0.017; BRK[11] = 0.037; BRK[10] = 0.077; BRK[ 9] = 0.137; BRK[ 8] = 0.207; BRK[ 7] = 0.287; BRK[ 6] = 0.377; BRK[ 5] = 0.477; BRK[ 4] = 0.587; BRK[ 3] = 0.715; BRK[ 2] = 0.858; # # get the WS scores at the top of each break point foreach i (2..14) { BRK[i] = round( BRK[i] * NR ); } # # set the high point FX[15] = CP[1]; # top scorer FY[15] = 13000; # ... gets 13000 RP # # set the low point FX[ 1] = 0; FY[ 1] = 0; # # the Y values for each breakpoint are fixed FY[ 2] = 400; foreach i (3..14) { FY[i] = (i2) * 1000; } # # the X values for each breakpoint are found from the CP scores # of the players around that point in the WS scores foreach i (2..14) { FX[i] ={ CP( BRK[i] ) + CP( BRK[i]+1 ) }/ 2; } # # function is complete, return the arrays return (@FX, @FY); }
# Variables: # CP = the given player's CP score for the week # @FX = function params from above # @FY = function params from above # RP = the given player's RP earning for the week # # RP is found by a linear fit to one segment of the # generated function. # RP = LinearFit(CP, @FX, @FY); sub LinearFit (CP, @FX, @FY) { # # search the function for the two points that bound the given CP i = 15; while ((i>0) and (FX[i1] > CP)) { i; } # # we now have i such that FX[i] > CP >= FX[i1] # so interpolate RP = (FY[i]  FY[i1]) * (CP  FX[i1]) / (FX[i]  FX[i1]) + FY[i1]; # # that's all there is to it return(RP); }
Earnings on Small Servers[]
 It is possible for a server to have an NR too small to support even a single Rank 14 player in a given week.
 If NR < 250, the Rank 14 bracket will contain NR * 0.002 < 0.5, rounded to 0 players. In that case, the top scoring player for the week will earn 12000 RP (top of bracket 13) rather than the usual 13000 RP.
 This was observed over multiple weeks, including the week ending 23May2006, on Muladin/H. NR for that week was estimated to be 207, and the WS=1 player earned 12000 RP.
 Theoretically, if a server has NR < 71, then the Rank 13 bracket will also contain no players. In that case, I expect the top WS=1 player will earn 11000 RP (top of bracket 12).
How to Determine NR for a Server[]
 If you know the standing at one of the breakpoints, you can estimate the NR from the breakpoint percentage value.
 Examples:
# if your server regularly supports 4 people in bracket #14, then NR = 4 / 0.002 = 2000 margin of error = 1 / 0.002 = 500 so NR = 2000 +/ 250 # if the person earning closest to 7000 RP this week had WS=297, then NR = 297 / 0.137 = 2168 margin of error = 1 / 0.137 = 7 so NR = 2168 +/ 4
 Players on US Servers can find precalculated estimates for their servers here: Formulas:Honor System:US Server Sizes
Weekly RP Decay[]
 Your weekly RP decay is 20% of your current RP total.
 But, if your weekly adjustment (Earning  Decay) negative, that adjustment is cut in half.
 Also, your weekly adjustment will never drop you down by more than 2500 pts.
 This limit does not include DK losses.
RP Decay PseudoCode[]
Earning = calculated above Decay = round(0.2 * RP); Delta = Earning  Decay; if (Delta < 0) { Delta = Delta / 2; } if (Delta < 2500) { Delta = 2500; } RP = RP + Delta; # change from last week to this week
Decay as Weighted Average[]
The official PVP Honor Guide describes the rank point system a little differently. This system is mathematically equivalent to the system described above, but it gives a better understanding of the reason why decay exists and how it is expected to work.
 Every week your CP score is converted to a weekly rating point score. (Call this WRP, while RP is still your overall RP score from week to week.)
 The WRP score is on the full 0  65000 point scale, just like RP. So WRP in this system is 5 * RP Earned in the above system.
 Your new RP score for the week is calculated as a weighted average of your WRP and your RP to date.
 If WRP > RP, then new RP = (4 * RP + 1 * WRP)/5
 If WRP < RP, then new RP = (9 * RP + 1 * WRP)/10
 and if (new RP) < (old RP  2500), then new RP = RP  2500
 If you consistently score the same WRP from week to week, then this weighted average system will make your RP score approach that WRP value. (Just like in the old system, where 5 * your RP Earned is the expected limit of your RP over time.)
 This system shows that the points are never actually taken away from you when you move up. You simply gain less ground when your total RP is approaching your potential WRP score.
CP to RP Rule of Thumb[]
 You can derive how much honor (CP) you need to earn rank points (RP) for any given week on any given server, but only after the fact. There is no exact formula that can tell you how much CP you need this week to earn so many RP at the end of this week.
 Furthermore, the Battlegrounds Holiday weekends change every week, which will also adjust how much CP you need for a given standing.
 By reviewing the formulas for 28 server/week combinations, I have found a somewhat useful trend: the amount CP required for a given rank bracket is roughly 1.5 times the amount of CP required for the next lower bracket.
 The calculated ratios are:
Bracket N 
Ratio CP(N)/CP(N1) 

14  1.35 
13  1.47 
12  1.44 
11  1.47 
10  1.58 
9  1.58 
8  1.53 
7  1.53 
6  1.57 
5  1.58 
4  1.66 
3  1.87 
2  2.42 
 So if you want to increase your weekly earning by one rank bracket, you need to increase your honor earned per week by 1.5x. To go up two brackets, you need to increase your honor per week by 1.5^{2} = 2.25x. And so on...
To increase bracket by 
You must increase your honor by 

1  1.5^{1} = 1.50 x 
2  1.5^{2} = 2.25 x 
3  1.5^{3} = 3.38 x 
4  1.5^{4} = 5.06 x 
5  1.5^{5} = 7.59 x 
This Rule of Thumb is an approximation. It is particularly bad for the highest rank brackets where voluntary server caps and individual performance can wildly skew the CP required. If you are looking to make the top #13 or #14 bracket on your server, you are better off inspecting people already in that bracket to see how much honor they are making.
Rank[]
 Your total RP determines your Rank, as follows:
Rank = 0, no title, all players start here Rank = 1, requires 15 HK in one week Rank = 2, requires RP >= 2000 Rank = 314, requires RP >= (Rank  2) * 5000
Rank  RP Req'd  Min Level  Alliance Title  Horde Title 

1  15 HK  1  Private  Scout 
2  2000  1  Corporal  Grunt 
3  5000  1  Sergeant  Sergeant 
4  10000  33  Master Sergeant  Senior Sergeant 
5  15000  38  Sergeant Major  First Sergeant 
6  20000  41  Knight  Stone Guard 
7  25000  44  KnightLieutenant  Blood Guard 
8  30000  46  KnightCaptain  Legionnaire 
9  35000  48  KnightChampion  Centurion 
10  40000  51  Lieutenant Commander  Champion 
11  45000  53  Commander  Lieutenant General 
12  50000  55  Marshal  General 
13  55000  57  Field Marshal  Warlord 
14  60000  59  Grand Marshal  High Warlord 
see #Level Limits section below for details on Min Level 
Dishonorable Kills[]
 For level 60 PVP'ers, each DK costs you 100 RP. Lower level characters lose less RP per DK as seen in this table:


 
Accurate to ±1 RP due to rounding

 DK penalties are subtracted from your RP score immediately.
 It is possible to lose rank when you score a DK.
 DK losses are not included in the weekly adjustment and thus can make you exceed the 2500 pt loss cap.
Example[]
Tabithea of Frostwolf ended one week with RP = 16861. During the following week, she scored 6 DK's. Her score became: RP = 16861  6 * 100 = 16261 By the end of that week, she had scored only 1 HK. Thus she did not earn any RP for the week. She did lose 10% of her RP total to decay. RP = 16261  1626 = 14635 and the next week's rank list shows her RP = 14635 as expected.
Level Limits[]
 Your RP total is capped based on your level below 60.
 Your RP earning does not appear to be capped, except that your new total will not exceed your level cap.
 Aurai's predictions on these caps are copied here, along with my recorded observations for the weeks since Dec 28 2005.
Predicted  Observed  

Level  Cap RP  Rank  Max RP 
129  6500  3  6500 
30  7150  3  7150 
31  8125  3  8125 
32  9100  3  9100 
33  10075  4  10075 
34  11050  4  11050 
35  12025  4  12025 
36  13325  4  13325 
37  14625  4  14625 
38  15925  5  15925 
39  17225  5  17225 
40  18850  5  18850 
41  20475  6  20475 
42  22100  6  22100 
43  23725  6  23725 
44  26000  7  26000 
Predicted  Observed  

Level  Cap RP  Rank  Max RP 
45  28275  7  28275 
46  30550  8  30550 
47  32825  8  32825 
48  35100  9  35100 
49  37375  9  37375 
50  39650  9  39650 
51  41925  10  * 41607 
52  44200  10  * 43324 
53  46800  11  * 41033 
54  49400  11  * 44296 
55  52000  12  * 44514 
56  54600  12  * 46875 
57  57200  13  * 47964 
58  59800  13  * 50091 
59  62400  14  * 59029 
60  65000  14  * 64432 
&42; Observed Max RP was less than Predicted Cap RP
Examples[]
How much RP did you earn?[]
 You need to know your total RP score for this week, and for last week.
 If your HS is ranked in the top 2000, you can get the exact numbers from the WoW PVP Rankings Page for the current week.
 If not, you can estimate your RP by looking at the Rank progress bar. It's a linear scale between your current Rank RP score and the next Rank RP score. (or use the RankScore UI mod)
# week of Dec 7, Greenman didn't quite make the top 1000, which cut off at 11640 RP. # his estimated RP for that week is RP=11500. # week of Dec 14, Greenman was WS=299 on his server, and made the total top 1000 with RP=15498. Decay = 0.2 * 11500 = 2300. Delta = 15498  11500 = 3998. # Delta = Earning  Decay gives Earning = 3998 + 2300 = 6298 # so WS=299 earned RS = 6298 for that week.
# week of Dec 21, Greenman was WS=310 on his server, and made the total top 1000 with RP=18870. Decay = 0.2 * 15498 = 3100 Delta = 18870  15498 = 3372 Earning = 3372 + 3100 = 6472 # so WS=310 earned RS = 6472 for that week. # higher score for a lower standing? More ranked players the second week?
How far can you advance?[]
 If you play consistently, and thus place consistently, you can expect to earn roughly the same amount of RP each week.
 Your advancement is then limited by the 20% Weekly RP Decay.
# Max RP is reached when Decay = Earning 0.2 * MaxRP = Earning MaxRP = 5 * Earning
# If Greenman keeps up a consistent 6300 pts/week earning MaxRP = 5 * 6300 = 31500 Max Rank = 8
How fast will you advance?[]
 Step it out each week, using constant Earning and 20% Decay
# Greenman starting at week 0 with RP=18870, Rank=5: Week 1: RP = 18870 + 6300  3774 = 21396, Rank = 6 Week 2: RP = 21396 + 6300  4279 = 23417, Rank = 6 Week 3: RP = 23417 + 6300  4683 = 25034, Rank = 7 Week 4: RP = 25034 + 6300  5007 = 26327, Rank = 7 Week 5: RP = 26327 + 6300  5265 = 27362, Rank = 7 Week 6: RP = 27362 + 6300  5472 = 28190, Rank = 7 Week 7: RP = 28190 + 6300  5638 = 28852, Rank = 7 Week 8: RP = 28852 + 6300  5770 = 29382, Rank = 7 Week 9: RP = 29382 + 6300  5876 = 29806, Rank = 7 Week 10: RP = 29806 + 6300  5961 = 30145, Rank = 8
 The decay catches up with you quickly, earning the last level will take some weeks.
How do you reach Rank 14?[]
 You need to earn more than 12000 RP every week to beat the Decay to Rank 14 (RP=60000)
 On most servers, only the top 36 players each week earn more than 12000 RP, depending on how many ranking PVP players on are your server.
# How long to progress from Rank = 13 to Rank = 14 earning 12500 RP per week? Week 1: RP = 55000 + 12500  11000 = 56500, Rank = 13 Week 2: RP = 56500 + 12500  11300 = 57700, Rank = 13 Week 3: RP = 57700 + 12500  11540 = 58660, Rank = 13 Week 4: RP = 58660 + 12500  11732 = 59428, Rank = 13 Week 5: RP = 59428 + 12500  11886 = 60042, Rank = 14
 So you can expect to spend around 5 weeks fighting to stay in the top WS on your server just to gain the last Rank.
How fast will you fall?[]
 If you stop competing in PVP, your RP will fall by the Decay amount each week.
 Players of Rank 7 or higher will lose 2500 RP or 1/2 of a Rank per week.
 Players of Rank under 7 will lose 10% of their RP total each week.
 Your RP total will approach 0 again, but you will not fall below Rank 1.
# If Greenman gives up on PVP for 3 months: Week 1: RP = 18870  1887 = 16983, Rank = 5 Week 2: RP = 16983  1698 = 15285, Rank = 5 Week 3: RP = 15285  1529 = 13756, Rank = 4 Week 4: RP = 13756  1376 = 12380, Rank = 4 Week 5: RP = 12380  1238 = 11142, Rank = 4 Week 6: RP = 11142  1114 = 10028, Rank = 4 Week 7: RP = 10028  1003 = 9025, Rank = 3 Week 8: RP = 9025  903 = 8122, Rank = 3 Week 9: RP = 8122  812 = 7310, Rank = 3 Week 10: RP = 7310  731 = 6579, Rank = 3 Week 11: RP = 6579  658 = 5921, Rank = 3 Week 12: RP = 5921  592 = 5329, Rank = 3 Week 13: RP = 5329  533 = 4796, Rank = 2
What standing do you need to make a given rank?[]
 The answer depends on your server/side PVP population NR.
 Use the breakpoint values described above to calculate the WS for each breakpoint.
 This table shows the calculated values for some average servers: NR=1500, 2000, and 2500.
 To achieve the Rank Wanted, you will have to make sure your Weekly Standing (WS) is at or smaller than the value in the table every week.
Rank Wanted  NR=1500  NR=2000  NR=2500 

14  3  4  5 
13  10  14  17 
12  25  34  42 
11  55  74  92 
10  115  154  192 
9  205  274  342 
8  310  414  517 
7  430  574  717 
6  565  754  942 
5  717  956  1195 
4  880  1174  1467 
3  1072  1430  1787 
2  1287  1716  2145 
 Players on US servers can find their server NR value here: Formulas:Honor System:US Server Sizes
 In addition, you can use the #CP to RP Rule of Thumb to estimate how much honor you need to increase your earnings.
# one week, Greenman collected 62000 CP # that week he earned 7800 RP (bracket 9) # to reach rank 11, he needs to earn at least 9000 RP # so he needs to go up by 2 brackets CP (bracket 11) = 1.5^{2} * CP (bracket 9) CP = 2.25 * 62000 = 139500 # so he needs to earn around 140k CP each week to reach rank 11
References[]
 Official Honor Guide
 A Guide to Understanding the Honor System (another author's notes)
 How the WoW PVP CP System Actually Works (and another author's notes)
 Allakhazam Guide (more notes, mostly on how to work with the honor system)
 PVP Honor Limits by Level
 World of Warcraft Weekly PVP Rankings
 WoW Guru  Search by character name to view recorded honor history
 Discussion page for this article for Greenman's notes
 Greenman's Ranking Data and Analysis