I made a formula for pre-determining an edit's match length
Sept 23, 2019 21:28:20 GMT
Princess Pepperoni, DM_PSX, and 1 more like this
Post by dnmt on Sept 23, 2019 21:28:20 GMT
So I had spent a lot of time tinkering with different parameter combinations to get edits to hit certain match times, and I was able to formulate a general guideline on the ratio to set parameters that tended to average out into the match length I was looking for.
Obviously there are a ton of other factors - CPU logic and finisher gate, what category you have the parameters in, spirit/breathing/recovery, fight style, etc. However, this is a good baseline to work from if you have an idea of approximately how long you want your edit's average match to be.
The ratio is the sum of total defensive parameters (not including MMA and Entertainment as they are generally useless for my pro-wrestling edits) divided by the sum of total offensive parameters (not including MMA and Entertainment).
Here's how it looks in my spreadsheet.
Just for context:
Off w/o MMA/Ent.: sum of offensive parameters
Def w/o MMA/Ent.: sum of defensive parameters
O/D ratio: result of offense divided by defense
D/O ratio: result of defense divided by offense (I did both because mapping out the slope was easier with positively increasing ratios)
Proposed D/O ratio: what their parameter ratio should be based on the match length I want
Avg. Match Length: real-world average of their last 10 singles matches, used to determine what their parameters should be at
D/O Difference: difference between what I had in game and what I was proposing
You can ignore Okada as I have yet to change him and Fale as he is an outlier due to super short matches.
So. Here is the ratio that I figured out based on my testing:
For a 10 minute match, you want a defense to offense ratio of .15. This means your total offense parameters should equal .15 of your total defensive parameters. This increases as the match length goes up.
10 minutes = .15
11 minutes = .34
12 minutes = .53
13 minutes = .71
14 minutes = .90
15 minutes = 1.09
16 minutes = 1.28
17 minutes = 1.47
18 minutes = 1.65
19 minutes = 1.84
20 minutes = 2.03
21 minutes = 2.22
22 minutes = 2.41
I did some basic math to get the slope to predict some of these values, but did a ton of testing at all different match lengths and found that the average would be close after 10-20 matches. Again, not saying this is going to work out perfectly as there are a ton of factors (and, obviously, the RNG element) but overall this is a good baseline to work from if you have an idea of how long you want your edit's matches to go in general.
Obviously there are a ton of other factors - CPU logic and finisher gate, what category you have the parameters in, spirit/breathing/recovery, fight style, etc. However, this is a good baseline to work from if you have an idea of approximately how long you want your edit's average match to be.
The ratio is the sum of total defensive parameters (not including MMA and Entertainment as they are generally useless for my pro-wrestling edits) divided by the sum of total offensive parameters (not including MMA and Entertainment).
Here's how it looks in my spreadsheet.
Just for context:
Off w/o MMA/Ent.: sum of offensive parameters
Def w/o MMA/Ent.: sum of defensive parameters
O/D ratio: result of offense divided by defense
D/O ratio: result of defense divided by offense (I did both because mapping out the slope was easier with positively increasing ratios)
Proposed D/O ratio: what their parameter ratio should be based on the match length I want
Avg. Match Length: real-world average of their last 10 singles matches, used to determine what their parameters should be at
D/O Difference: difference between what I had in game and what I was proposing
You can ignore Okada as I have yet to change him and Fale as he is an outlier due to super short matches.
So. Here is the ratio that I figured out based on my testing:
For a 10 minute match, you want a defense to offense ratio of .15. This means your total offense parameters should equal .15 of your total defensive parameters. This increases as the match length goes up.
10 minutes = .15
11 minutes = .34
12 minutes = .53
13 minutes = .71
14 minutes = .90
15 minutes = 1.09
16 minutes = 1.28
17 minutes = 1.47
18 minutes = 1.65
19 minutes = 1.84
20 minutes = 2.03
21 minutes = 2.22
22 minutes = 2.41
I did some basic math to get the slope to predict some of these values, but did a ton of testing at all different match lengths and found that the average would be close after 10-20 matches. Again, not saying this is going to work out perfectly as there are a ton of factors (and, obviously, the RNG element) but overall this is a good baseline to work from if you have an idea of how long you want your edit's matches to go in general.