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Post by Deleted on Dec 3, 2019 12:25:16 GMT
Hello fellow PS4 players. I am a HUGE fan of the logic, love tinkering with it. So I have come across, what I think is the case, can someone help me sort it out. I have been trying to consolidate a lot of various info on the personality settings and with discretion I found a few references to a few versions of the following bits:
LOWER = MORE BREATHING
70% drag to center
0-33: The wrestler drops the opponent in the same place where they used it. 30 or 34-66: The wrestler drags the opponent near the corner. In a tag match, they drag the opponent to dead center. 66 or 67-100: The wrestler drags the opponent to the center.
If an edit has high discretion they're more likely to use a ring out to catch their
breath instead of following someone outside
How often an edit stops to catch their breath.
Low: Put opp in tree of woe more often. High: No tree of woe. 100 will never use tree of
woe.
High: Drag to center of ring, Low: Drag to corner.
(NOT IN TAG MATCHES. USES COOPERATION INSTEAD)
I have been playing around to test it, and even at 0%, edits still do dragging towards the center. Does the discretion setting only apply to adjustments that happen before hitting moves or putting on a hold? Is there another setting that affects the dragging element? It does seem to change the amount of dragging, as in higher % does mean more often, it just doesn't seem that there is a "No Drag at 0% truth".
Help a fella?
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Post by Deleted on Dec 3, 2019 15:21:37 GMT
I think I see now, it just clicked that this only affects the dragging as it applies to where they take the opponent in the front headlock, has nothing to do with dragging on the ground evidentially.
Makes sense.
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Post by LankyLefty17 on Dec 3, 2019 16:07:48 GMT
Some of that info seems a bit off. Here are my notes on discretion:
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Post by Deleted on Dec 3, 2019 23:47:35 GMT
Some of that info seems a bit off. Here are my notes on discretion: Thanks for the help. Can you explain further on the standing dives part?
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Post by LankyLefty17 on Dec 3, 2019 23:51:57 GMT
If you're generally taking the action back to the center of the ring, your "throw" offense will send guys to the corner, thus setting up a dive. Inversely, if you're hanging out in the corner, you're throws will send guys to the middle- setting up submissions.
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Post by Jason Blackhart on Dec 24, 2019 17:57:31 GMT
In case this can help, here is what I had written up about Discretion from a breakdown of how personality logic is processed from elsewhere last year:
DISCRETION
Corner Grapple - Tree of Woe: If opponent's health is below 37.5% and RNG value does NOT fall in discretion range (therefore lower discretion = higher chance), there's then a 2nd RNG check with a 33% chance of using the Tree of Woe.
Opponent Down: The lower the discretion, the longer they will wait until stopping to breathe (based on BP meter) instead of attacking. Front Headlock: If the wrestler has no tag partners, discretion is checked to see where to position the opponent. - 0-32%: don't move anywhere, immediately use FHL attack
- 33-65%: move to nearest corner
- 66-100%: move to center of the ring
Outside the Ring: If the wrestler is outside and the opponent is not, check to see if they should breathe before re-entering the ring. Higher discretion means they breathe earlier (again based on how much BP they've got left).
Tag Match Interference: the higher the discretion, the longer they will wait to interfere against an opponent on the outside of the ring (based on HP of opponent) (note: there are plenty of other checks before this step which might supersede this)
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Post by OrochiGeese on Dec 24, 2019 20:32:52 GMT
Corner Grapple - Tree of Woe: If opponent's health is below 37.5% and RNG value does NOT fall in discretion range (therefore lower discretion = higher chance), there's then a 2nd RNG check with a 33% chance of using the Tree of Woe.
Outside the Ring: If the wrestler is outside and the opponent is not, check to see if they should breathe before re-entering the ring. Higher discretion means they breathe earlier (again based on how much BP they've got left). Tag Match Interference: the higher the discretion, the longer they will wait to interfere against an opponent on the outside of the ring (based on HP of opponent) (note: there are plenty of other checks before this step which might supersede this) Oh wow, I didn't know about these settings 💡
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Post by IamAres on Dec 24, 2019 21:07:46 GMT
Always good to learn refinements. Glad to see you back around, JB.
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Post by splodem on Jan 12, 2020 22:41:09 GMT
Is there any place where I can find what each stat under logic does? There seems to be a lot of confusion in regards to what some of these stats do, I’d love to know for sure so I can adjust accordingly.
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Post by markrocker on Jan 27, 2020 13:39:35 GMT
I really wish SC would release some type of guide as to how logic in general works, and what each thing does.
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Post by Lord Worm on Jan 7, 2021 16:20:45 GMT
In case this can help, here is what I had written up about Discretion from a breakdown of how personality logic is processed from elsewhere last year:
DISCRETION
Corner Grapple - Tree of Woe: If opponent's health is below 37.5% and RNG value does NOT fall in discretion range (therefore lower discretion = higher chance), there's then a 2nd RNG check with a 33% chance of using the Tree of Woe.
Opponent Down: The lower the discretion, the longer they will wait until stopping to breathe (based on BP meter) instead of attacking. Front Headlock: If the wrestler has no tag partners, discretion is checked to see where to position the opponent. - 0-32%: don't move anywhere, immediately use FHL attack
- 33-65%: move to nearest corner
- 66-100%: move to center of the ring
Outside the Ring: If the wrestler is outside and the opponent is not, check to see if they should breathe before re-entering the ring. Higher discretion means they breathe earlier (again based on how much BP they've got left).
Tag Match Interference: the higher the discretion, the longer they will wait to interfere against an opponent on the outside of the ring (based on HP of opponent) (note: there are plenty of other checks before this step which might supersede this) Curious about Running Dives to the Outside. For Juniors and most modern wrestlers I’d prefer they performed running dives more often than not, in some cases every time it’s possible yet despite setting logic to something like: Do nothing 0% Leave ring 0% Plancha 40% Suicide Dive 60% I rarely see it happen. What would be optimal setting to have the desired outcome?
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Post by Dawnbr3ak3r on Jan 7, 2021 22:00:22 GMT
Setup and location are the keys to Outside Dives. Setting up a move with a Brainbuster or another move that causes a Ringout are best used in HVY Grapples. If the opponent is too close to the corner and they won't execute either the Running nor Springboard Dive. With the Settings you have, they should be able to do them at least once per match, but sometimes I never see them. That's just RNG being RNG; It's a fickle mistress.
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Post by Lord Worm on Jan 7, 2021 23:28:58 GMT
Setup and location are the keys to Outside Dives. Setting up a move with a Brainbuster or another move that causes a Ringout are best used in HVY Grapples. If the opponent is too close to the corner and they won't execute either the Running nor Springboard Dive. With the Settings you have, they should be able to do them at least once per match, but sometimes I never see them. That's just RNG being RNG; It's a fickle mistress. So discretion has nothing to do with it? Seems like they always walk to the center and breathe instead of running.
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Post by Dawnbr3ak3r on Jan 8, 2021 1:29:35 GMT
So discretion has nothing to do with it? Seems like they always walk to the center and breathe instead of running. The majority of my edits have 100% Discretion and 100% Showmanship. Either they dive or move to the center to breath. Moves, such as the Jumping Brainbuster, will push the opponent further from the apron, which increases the possibility of a Dive happening - Of course, this also depends on positioning. If they're in the bottom left corner (the Windex corner), then the Jumping Brainbuster may create enough space/distance for them to activate the Dive. That said, I also give some edits the ability to hit a Cross Body Block to the Outside as well, but is usually much lower, roughly in the 20% range.
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Post by Severla on Jan 12, 2021 6:04:07 GMT
I had started dropping all my Juniors' Discretion to 50% just so they'd stop to Breathe way less often and give way to more openings on the dives. This compounded with the normal 'put a brainbuster in the Large Grapples' helps as well.
Havent played in a while (because my data corrupted, RIP) but Id usually see at least one dive per Junior match I'd sim because of these, and many arent even set to dive at all cost, just like 30-40% total.
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