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Post by Recall on Jun 13, 2019 21:38:32 GMT
This is the results screen after testing my new Bill Alphonso edit. I just wanted to see how often he taunted yet some how he won! Stats don’t seem to actually matter, or even moves, as all he has is punches, a ddt and a ‘rana as his finisher yet it got him the victory. It is the default edit logic with changes to stop arial moves happening and to increase taunts and taunt strings. All of his signatures are taunts and I didn’t alter the percentages of any moves or priority attacks beyond taunts. Here are Bills stats, he is just a second so didn’t think they mattered what I put into where or why. Here are Sabu’s stats. Also my edit. Do stats matter? Was this luck? Are my edits just trash?
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Post by LankyLefty17 on Jun 13, 2019 22:50:04 GMT
A couple things:
The fire pro engine isnt really built for squash matches. Even with an OP vs a Jobber, the game relies on RNG to determine who wins grapples, which goes a long way towards who would win a match. In other words any edit has a shot at beating any edit if RNG Gods smile on him. Before freaking out run the match 10 times and see what the results are.
Those arent stats but parameters. This may seem like nit picking but theres a huge difference, and people often get them confused. Those parameters simply tell you how much damage a move will do when falling into that catagory. In other words, the stats are reliant on moveset and logic. If all he's doing is punches over and over again and Sabu only has a 4 in punch defense, well thats a recipe for an upset (even if punch offense is only 1).
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aroo
Steel Johnson
Snackdown
Posts: 243
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Post by aroo on Jun 13, 2019 23:59:57 GMT
this isn't something particularly well known but adding a signature or a finisher to a taunt increases the amount of "spirit boost" that they get as opposed to a regular taunt. this is what would likely save alfonso from pinfalls that he otherwise would have lost especially if he's either prio'ing multiple taunts together or taunting more often.
other such factors may include things like referee speed and pinfall positioning that both edits did (if a referee's slow as molasses and sabu covers alfonso extremely far away, then its likely alfonso would have kicked out of stuff he wouldn't have on a referee with fast count)/
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Post by IamAres on Jun 14, 2019 1:08:36 GMT
An 8 is really high for somebody you want to be a manager. Look at Sabu - none of is stats are above 8 either (which is probably about right.) You said he uses mostly punches - a lot of those are gonna use the rough stat as well as punch. What the person's average is doesn't matter one bit (on offense) - the rating for what they USE does.
In short, he's probably doing much more damage than you intend. You also said you didn't alter his logic at all, which is also a huge part - he's still working like an established veteran (albeit one who's only good at one thing) than someone who has little clue what he's doing in a match. Logic has a lot to do with how aggressive they are - though you might WANT an aggressive manager, that same logic might make him more dominant than you want one-on-one.
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Post by sofia on Jun 14, 2019 3:12:26 GMT
Stats are pretty damn important, when combined with CPU logic that wants to actually finish a match rather than fucking around endlessly.
Don't think of them as a means of determining who wins all the time, but rather as a metric of how quickly the match progresses by way of damage dealt and received - high offense speeds up the match, combined with low defense, and the inverse is true. That way you're not really ending up with people who refuse to wrap up a match but can still go for 20 or more minutes in game.
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Post by Recall on Jun 14, 2019 9:28:22 GMT
I think my Sabu just sucks. Bill’s logic is working as intended here in this video youtu.be/UyJvyxJcunc
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