DISCRETION - For PS4 Logic Nerds like me
Jan 18, 2021 23:29:20 GMT
LankyLefty17, IamAres, and 1 more like this
Post by daffu on Jan 18, 2021 23:29:20 GMT
Back in 2018 I spent way too much time hounding JB for information, now that he could look into the code of the game and it being easier to get answers to questions we could only really speculate about before. I gathered that info into a reddit thread and I'm just going to paste it all right here for others that might also might be having questions. If anything is out of date then blame me for not keeping up with Fire Pro over the last few years.
Showmanship
What the manual says it does
The higher this value, the more the wrestler tries to work an entertaining match as opposed to fighting conservatively.
What the code says it does
When logic dictates to use the Irish Whip, if RNG value is in showmanship logic range, check position to see if they should direct the throw towards the corner or to the outside.
What does this mean?
This means that the higher percentage you put for showmanship, the greater the chance your edit will throw the opponent towards the turnbuckles. This helps keep the match in the corners, which ups the chances of any top rope moves and apron dives.
Discretion
What the manual says it does
The higher this value, the more the wrestler emphasizes winning. The lower the value, the more the wrestler focuses on dealing damage.
What the code says it does
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.
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).
What does this mean?
Discretion handles a lot of things, so getting this setting just right based on what you want your edit to do might take a bit of thought.
Where the manual states the higher the number the more edit is focused on winning, that can be most apparent in the ring placement. If you have a high discretion setting your edit will move the opponent away from the ropes before attempting a pin or submission. Where the manual states that a lower discretion results in an edit that focuses on dealing damage can possibly be seen as an interpretation of the lack of care of the ring placement and lack of care to their own breathing stat.
Flexibility
What the manual says it does
The higher the value, the more flexible the wrestler is in different circumstances. The lower the value, the more they stick to the script.
What the code says it does
Hammer Throw processing: When logic dictates to use Irish Whip, if RNG value is in Flex range and the opponent's fight style is either Shooter, Fighter or Grappler OR if the match is in the MMA dodecagon cage, use the Front Headlock instead.
What does this mean?
If you or someone makes an edit with Shooter, Fighter or Grappler fight style, this edit no longer works as a professional wrestler. These fight styles are MMA and they will not "pretend" like a pro wrestler will. These fight styles have a 100% stop at the ropes if they are thrown, they will never run back. A high flexibility settings pretty much makes your pro wrestler edit stop trying to throw an MMA edit and probably nothing else.
Cooperation
What the manual says it does
The higher the value, the more a wrestler will cooperate with their tag partner
What the code says it does
Front Headlock: If a wrestler has tag partner(s) and Cooperation is greater than 33%, move towards own corner. Otherwise, positioning is dictated by Discretion.
Grab Opponent from Apron: Cooperation must be higher than 20% and opponent's HP below 50%. When opponent is in range, RNG check of Cooperation, followed by a second RNG check of 2%.
Back Grapple - Double Arm Pinion Hold and "Double Impact" piggyback lift: When a wrestler procures a back grapple, many conditions are checked to see whether they should take a special action or not:
Dive to Opponent in Double Impact position: Once the partner has lifted the opponent onto their shoulders, many conditions are checked to see if a wrestler will climb the post and dive:
Tag Match Interference: Most importantly, Cooperation must be higher than 5% for a wrestler to cut in.
First break-in check is the health of your legal teammate (i.e. the partner "save"). The higher the Cooperation, the sooner a wrestler will help out their partner, based on the remaining amount of HP. The exact formula is (8192 + (Cooperation * 200)), meaning a wrestler with 100% Cooperation would assist when the partner dropped to 43% HP, while with 6% Cooperation they wouldn't cut in until the partner was around 14% HP.
Second check is if the opponent's HP+SP totals less than 20480 and one of their partners is breaking in for the save (i.e. the opponent cut-off).
Third check actually has nothing to do with Cooperation. If opponent is out of the ring and their HP is less than (49152 - (Discretion * 163)), interfere.
At last, is the check for when the opponent is in the Double Arm Pinion Hold. It looks as though the selection order of the wrestlers matters here, as it apparently falls to the first available wrestler to interfere (as long as their Cooperation is in the 6-100% range). Haven't tested that out in practice, but that's what it looks like when reading the code.
What does this mean?
I pretty much just copied and pasted exactly what JB wrote as most of it is pretty self explanatory, albeit maybe slightly overwhelming. I would think it is safe to just keep the blanket statement that a higher Cooperation percentage will make your edit more, well, cooperative with their partners.
Showmanship
What the manual says it does
The higher this value, the more the wrestler tries to work an entertaining match as opposed to fighting conservatively.
What the code says it does
When logic dictates to use the Irish Whip, if RNG value is in showmanship logic range, check position to see if they should direct the throw towards the corner or to the outside.
What does this mean?
This means that the higher percentage you put for showmanship, the greater the chance your edit will throw the opponent towards the turnbuckles. This helps keep the match in the corners, which ups the chances of any top rope moves and apron dives.
Discretion
What the manual says it does
The higher this value, the more the wrestler emphasizes winning. The lower the value, the more the wrestler focuses on dealing damage.
What the code says it does
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).
What does this mean?
Discretion handles a lot of things, so getting this setting just right based on what you want your edit to do might take a bit of thought.
Where the manual states the higher the number the more edit is focused on winning, that can be most apparent in the ring placement. If you have a high discretion setting your edit will move the opponent away from the ropes before attempting a pin or submission. Where the manual states that a lower discretion results in an edit that focuses on dealing damage can possibly be seen as an interpretation of the lack of care of the ring placement and lack of care to their own breathing stat.
Flexibility
What the manual says it does
The higher the value, the more flexible the wrestler is in different circumstances. The lower the value, the more they stick to the script.
What the code says it does
Hammer Throw processing: When logic dictates to use Irish Whip, if RNG value is in Flex range and the opponent's fight style is either Shooter, Fighter or Grappler OR if the match is in the MMA dodecagon cage, use the Front Headlock instead.
What does this mean?
If you or someone makes an edit with Shooter, Fighter or Grappler fight style, this edit no longer works as a professional wrestler. These fight styles are MMA and they will not "pretend" like a pro wrestler will. These fight styles have a 100% stop at the ropes if they are thrown, they will never run back. A high flexibility settings pretty much makes your pro wrestler edit stop trying to throw an MMA edit and probably nothing else.
Cooperation
What the manual says it does
The higher the value, the more a wrestler will cooperate with their tag partner
What the code says it does
Front Headlock: If a wrestler has tag partner(s) and Cooperation is greater than 33%, move towards own corner. Otherwise, positioning is dictated by Discretion.
Grab Opponent from Apron: Cooperation must be higher than 20% and opponent's HP below 50%. When opponent is in range, RNG check of Cooperation, followed by a second RNG check of 2%.
Back Grapple - Double Arm Pinion Hold and "Double Impact" piggyback lift: When a wrestler procures a back grapple, many conditions are checked to see whether they should take a special action or not:
- inside the ring, with cut play on, not a battle royal
- opponent is legal and their HP is less than 37.5%
- must have tag partner(s) on standby
- must be facing in the direction of your own corner
- RNG in range of (Cooperation / 2) (so even at 100% cooperation, you will at best have a 50% chance)
- if in own corner, in diving range and if partner has an attack that can actually hit from the position, use Double Impact lift
- otherwise, if close enough to your own corner, use Pinion Hold
Dive to Opponent in Double Impact position: Once the partner has lifted the opponent onto their shoulders, many conditions are checked to see if a wrestler will climb the post and dive:
- cut play on, not a battle royal, not in landmine ring
- Cooperation must higher than 20%
- corner is climbable type
- starting with "SMALL" button dive, check diving attacks in order until finding one that can hit in Double Impact position (NOTE: This is different from previous games, as the "BIG" button dive is no longer the automatic attack for this situation!)
- make sure another wrestler is not already diving or about to climb for the dive and the post is not in use
- check if in range to hit dive
Tag Match Interference: Most importantly, Cooperation must be higher than 5% for a wrestler to cut in.
First break-in check is the health of your legal teammate (i.e. the partner "save"). The higher the Cooperation, the sooner a wrestler will help out their partner, based on the remaining amount of HP. The exact formula is (8192 + (Cooperation * 200)), meaning a wrestler with 100% Cooperation would assist when the partner dropped to 43% HP, while with 6% Cooperation they wouldn't cut in until the partner was around 14% HP.
Second check is if the opponent's HP+SP totals less than 20480 and one of their partners is breaking in for the save (i.e. the opponent cut-off).
Third check actually has nothing to do with Cooperation. If opponent is out of the ring and their HP is less than (49152 - (Discretion * 163)), interfere.
At last, is the check for when the opponent is in the Double Arm Pinion Hold. It looks as though the selection order of the wrestlers matters here, as it apparently falls to the first available wrestler to interfere (as long as their Cooperation is in the 6-100% range). Haven't tested that out in practice, but that's what it looks like when reading the code.
What does this mean?
I pretty much just copied and pasted exactly what JB wrote as most of it is pretty self explanatory, albeit maybe slightly overwhelming. I would think it is safe to just keep the blanket statement that a higher Cooperation percentage will make your edit more, well, cooperative with their partners.