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Post by Lord Worm on Jan 5, 2021 15:43:09 GMT
Logic is a pretty deep and impressive function in the Fire Pro series, for some its incredibly confusing and intimidating. I imagine we all have our own tendencies and approaches. Im wondering what kind of things we all do differently from each other.
How often do you set up Pins? How high/low do you set Finisher logic? etc.
Personally I cant stand when a match is won by a small move or worse when two wrestlers run into each other and the one pins and wins the match. I tend to set any non finisher move logic to very low or even zero. I tend to put the Face Up, Face Down [PIN] logic to about 3%, that way if the match goes on forever theres still a low chance a random pin would happen. In the priorities I set the Big Grapple moves to about 10% to pin for the same reason.
If an EDIT finisher is a front grapple I usually have all the big moves at around 12-14% and keep the finisher around 8%.
I still havent found the sweet spot for Corner grapples finishers or Jump Post finishers, hell even Back Grapples are more involved.
What about Priorities? I admit I havent really gotten too deep into all the newer functions beyond, Big Move into Pin (Outside of some sequences like Taunt into ground move etc) How do the others work?
whatcha all got?
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Post by Johnny Jett on Jan 5, 2021 17:36:36 GMT
While I definitely consider myself an amateur where logic is concerned, I've tried to build my edits to produce short-ish "TV" matches that tend to end around the 10-15 minute mark in-game. So that means higher attack parameters compared to lower defense parameters. Early in the match they're designed to hit moves that shouldn't do a ton of damage, but rather just wear down their opponents, then they'll progress to moves that look flashier and play to their higher attack parameters more. Late match, I'm wanting them to hit a mix of everything with a focus usually on their striking grapples trying to build to finish. The flow is *intended* to go from a feeling out process to a grappling contest to a fight. For most edits anyway. So, like, knuckle arrow b or short elbow or whatever will have ~13% toward the end of the match and if they have a front grapple finisher it'll be ~8-9%. For ground finishers, I tend to priority into those late match with some kind of set-up move, same with running and top rope finishers. I've never had any luck with corner grapple finishers so I tend to stick with those as signature moves. For pins--on *most* edits--I drop them all the way to 0% for late match and set up priorities for the moves I want to be match-enders. Most finishers/signatures have 100% small damage and 98% large damage pinfall chance. I'll also give moves like a superplex or other top rope impact moves a % to pin even late match because, to me, those moves should logically be match-ending. Unless I'm deliberately building a spot monkey or someone who doesn't care about winning a match. And for a lot of edits, I'll give them a chance to pin off of their strike exchange. Early in the match, I'll up the pinfall % to about 5-10% per position because I want it to look like they're going for the win as soon as they can get it. If it makes sense for someone to be body slamming people right out of the gate, I'll give them a bodyslam -> head pin priority for early in the match. Or if I want them to wear down their opponent/I want to simulate rest holds, I'll give them flying mare -> chinlock/sleeperhold early in the match. In both cases I keep the priority high, 85-100% with it dropping to 0% late match. Since the move craft DLC came out, I've also gotten a lot of transition moves for the MMA positions (big plug for irbou on Steam, if you're playing on PC and want some variety in that section)and I've been going back and fixing that part of edit logic. The ability to simulate wrestlers fighting for control or even just to have them stand up once they've gotten control, not wanting to get into an actual wrestling contest? Oh, man, that's been cool and it makes for exciting matches. I tend to have edits with high % in control and single punch/knee to give the appearance of them fighting to maintain control and picking their spot, then I'll have a submission or a big throw/slam or a position change. Unless I have a specific signature that a given edit can use from an MMA position, I prefer to keep that kind of grappling from ending a match. So I avoid falls and submissions for most part, but especially early in the match. So, over all, I tend to focus on ensuring that matches end with moves I want to end matches and I try to build to those moves. Finishers usually get 0-2% chance of being hit outside of high damage, signatures might be hit any time in the match with an emphasis on the late-match. They always have 98-100% pin priority. Then if I have the priority slots, I'll set up some taunt priorities to add extra flavor.
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Post by LankyLefty17 on Jan 5, 2021 17:51:49 GMT
Cool topic. Before I give my thoughts, keep in mind two things: I stick to OC edits- which grants me more freedom around move sets and finishes. Fire pro can be harder to manage if you're trying to make 90's era Hogan who only finished with a leg drop, so some of this may not be as applicable. Also, there are mods for the PC that render some of what I'm about to say moot if you use things like the move list mod (which grants you infinite options for moves and priorities).
Ok, here is my high level approach to logic:
On average, matches should go about 15 min. For me, that's the sweet spot. Long enough that edits will progress from small to medium to large, and not long enough that you start to see move spamming. My goal is to keep matches moving and for the edits to be going for the finish when they start hitting their big moves. I hate watching sims where theres just a ton of big move --> head pick up. I like to think the big moves have a purpose. The 15 min time is subjective of course, but I've found zero-ing in on a desired match length is supremely helpful in setting up and testing an edit. A lot of this is of course set using parameters, but if I have an edit thats fucking around at 20 minutes without hitting a finish, its a good indication that I may need to tweak something.
Prio or gate your finishes, nothing random I'm a pretty firm believer in not having any random down state pins or submissions. I like choosing what are the 3-5 moves for an edit that should cause a finish, and work my logic to ensure they fire at the right time. Prios are way more than just setting pins after moves. Its how you can set personality for the edit. Dick punch to laugh taunt for heels. Running lariat to taunt to submission. Top rope to run up the turnbuckle. There are all kinds of cool prio combinations that can allow for multiple avenues to finish a match- especially if you edit has a submission finish, since you can pretty much prio any move that puts the opponent down in the right state (face up/down).
Gating is another interesting tool to explore. There is a pretty extensive guide on this forum you can find HERE
Speaking of priorities though...
Use all your priority slots, make sure they add up to 100%
They're so valuable I'm always a little surprised when I see people dont use all of them. Yes, they can be used for finishes. But they can be used to set up finishes, or set up spots. Taunt after a pin to act like the guy is complaining to the ref. Loop a running lariat after a pin so it looks like they keep going after a guy even though they kicked out. And when setting up prios, make sure they're 100% (or add up to it). Having your finisher set to pin only 75% of the time means you run the risk of your edit hitting the finish and never pinning. That sucks. If you're prio-ing a mid match move into two potential possibilities (maybe a running move or a submission), its less important, but having those two branches add up to 100% is my preference.
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Post by Senator Phillips on Jan 5, 2021 19:41:18 GMT
There's a ton to dig through here, and I could write a whole dissertation on what I do and why. With some very different edit types that I work with, from real wrestlers to boxers to original characters to MMA fighters and early catch era pioneers, there's a lot of things that change from type to type. Even then, I've changed a lot from how I used to do things back in FPD, FPR, and even early release FPW. So instead of writing it all out, I'll just go over some general thoughts on the foundation of an original character.
When I'm making an original edit, I have two main goals: Personality and Balance. I want to first and foremost make my character stand out in their move selection(which really is a part of the logic process), with their mannerisms, with their overall style in the ring, and their quirks within the style. A lot of the things Lefty mentioned above apply here, in that priorities and taunt use can go a long way towards making a wrestler feel right. In the end, I want to make sure that even if I replaced the edit with John Newface Smith appearance wise(unless I AM working specifically on my John Smith edit), that I could still make the edit stand out with how they fight.
In terms of balance, there's a variety of ways that this applies. One application of Balance is balancing the early, mid and late match phases of the match, to make each feel distinct in its approach to build up a story in how the match plays out. For the most part, I don't like moves carrying across all three phases, unless it's a basic strike or a purposeful move that the wrestler would use the whole time. Most edits shouldn't be going for finishers and big match enders in the early match. I do like putting a big move or two in the mid match, however, at times, for near falls and progression's sake. A good match flow will make sure that even a strong edit will put on a watchable performance against most edits from likeminded creators, and that can't be mentioned enough.
One more specific point here is that one of the worst things you can do with an edit you want to work with others is to throw in lots of unintended finishes. We all know that some counters like the dreaded rana bomb will close out a match on a down note, but where you have full control, it's best to avoid random submissions in late match that aren't meant to be clear match enders, and random non flash pins are almost always a mistake. While some variety in the late match setups are fine, a random non-signature face down half crab or a pin off the dreaded facelock drag elbow are really bad endings to an otherwise hard fought match.
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Post by Dawnbr3ak3r on Jan 6, 2021 4:28:44 GMT
Logic is a pretty deep and impressive function in the Fire Pro series, for some its incredibly confusing and intimidating. I imagine we all have our own tendencies and approaches. Im wondering what kind of things we all do differently from each other. Preface: I only deal in original/OC edits so your mileage may vary. I will use a more recent technician edit I've been working on as the example for the majority of this post. A majority of this edit's move-set is Flash Pins, Limb Targeting moves, and Submissions. Most of the time she finishes on a Flash Pin. Most of the time (Read: Almost always) I set Downstate pins early to 20% in both Face Up and Face Down categories. This tapers down to 10% for both categories in Large Damage, *if* the edit isn't utilizing Flash Pins (La Magistral, School Boy, etc.). Basic pins are zeroed out entirely in Critical Damage/Near Death. If an edit uses Flash Pins, then I almost always set their Near Death logic to 10%, perhaps more if I deem it necessary. This particular edit uses the Jackknife Pin, Mi Amor de Mi Novia, Iidabashi and La Triangular de Solar - All of these are Flash Pins. For Front Grapple Finishers, I almost always set them in the 5% range plus/minus 1% or 2% if necessary. Back Grapple Finishers are considerably higher, in the range of 25%+; 30% seems to be about the sweet spot. Some have 100% depending on the edit. Diving Finishers are roughly 20% for Downstate Dives and anywhere between 40% and 100% for Standing Dives, situation depending. Adding to my previous statement: I usually follow a pattern of 15% Back Switch across the board in Small/Med/Large Damage. I also slot a Brainbuster in the UP + HVY slot to account for Outside Dives. I never deviated away from this, even with the introduction of Move Craft. The Brainbuster is also a visual cue that the match has hit the home stretch of the match. Most of my edits get to Late Match in around 8 minutes; Sometimes slower, sometimes quicker. Priorities is a whole can of worms in itself. Things can be really basic, such as Finisher -> Pin. If an edit has a Diving Finisher, I always set a priority aside so they can Pin from Face Down. They can be as complex as Noshigami/Gori Crusher (HVY to Dazed Standing) -> Torbellino A (HVY to Dazed Standing) -> Taunt 1 -> Torbellino B (MED to Downstate) -> Taunt 2 => Kabel Naria OR (in a branching priority) Iidabashi. You can even go further than that and set up a priority that will start in the ring, force the opponent to the outside, the attacker will wait, the defender returns to the ring, then the attacker continues the sequence. These are more difficult to pull off, but possible. There's also the Thrust Dropkick -> Springboard Dropkick -> Downstate Dive sequences as well. This one is harder to connect because there's no Daze flag on any of these moves regularly. Pretty sure there've been Daze variations introduced, or I would be surprised if there isn't. Here's an example of that: You can do some fancy stuff with the Landing Brainbuster Outside Apron move. Some of my faster, high speed edits use this to set up multi-step Running Priority sequences. You can also do Taunt loops, which I use depending on the edit. A handful of my edits will "Dance Loop" until the opponent interrupts them or they cut the loop using a Loop ending taunt. IE: My Pumpkin Spice edit will continue to use the Disco Dance until it's interrupted or she uses the TCS Salute Taunt to cut the loop. As you can probably tell, I use up almost all Priority slots, but, depending on the edit, they won't have any Priority sequences at all. As a challenge, I made an edit ages ago that *only* finished on Flash Pins or Standing Submissions. If you wanted to get *really* tricky, you could even come up with non-Priority sequences. These are usually done with Mount logic, with some also using Standing Dazed Logic to "priority" Standing Strikes, among other things.
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Post by Deleted on Jan 8, 2021 21:56:52 GMT
A great thread this, I came up with a rather simple way to tackle logic.
'The Dominoes Method'
- All numbers used in the logic must be able to be divided by 5 or 3. I'm a simple man, who likes simple things.
That's my 50 pence worth anyway.
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Post by Lord Worm on Jan 8, 2021 22:53:32 GMT
A great thread this, I came up with a rather simple way to tackle logic. 'The Dominoes Method' - All numbers used in the logic must be able to be divided by 5 or 3. I'm a simple man, who likes simple things. That's my 50 pence worth anyway. Ah yes, a beautiful mind.
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Post by Senator Phillips on Jan 8, 2021 23:20:48 GMT
A great thread this, I came up with a rather simple way to tackle logic. 'The Dominoes Method' - All numbers used in the logic must be able to be divided by 5 or 3. I'm a simple man, who likes simple things. That's my 50 pence worth anyway. There's honestly more to this than one would think at first glance. Other than a few particular areas, standing neutral and front grapple, where one really does need the tighter percentage settings, I use the Rule of Fives for pretty much every percent I set. It forces you to think in broader overall terms on what you're looking to accomplish for the edit in that category and it's just much more orderly and easier to quickly scroll through and check.
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Post by OrochiGeese on Jan 13, 2021 9:43:49 GMT
This is an excellent thread that I'm way late to entering 😭 A number of years ago I created a guide for FPR called "Best Tests Around" with the technical help of Jason Blackhart and great strategy contributions from a number of people in the community (including in this thread). Much of my approach for creating edits is the same as it was there. However, the engine dynamics are different in FPR than FPW in some ways and we also understand more now than we did then. So I would suggest skipping the first half of the guide and going directly to the section called: "V. How to randomly generate utility out of the RNG."
Everything from that point on discusses my "trends" approach to edit making and testing. I think that may be related to some degree to what Senator and Flaps are saying about using broader numbers. I also think it's really important not to get too attached to the specific numbers that you originally give an edit when you first make them. An expected "range" is good to work from (like 4-8%). But there's no way of initially knowing if a "6%" finisher will be better than a "7% finisher" when interacting with the other moves in that category without simming the edit over time. So don't get attached. Go with an educated guess (based on past experience) and be willing to change the values of that move or other moves when necessary. But don't change it after less than 5 sims unless it's clearly out of whack. Chances are a 1% difference won't even be detectable in sims. You'll never know if the move didn't trigger in the next sim because of that 1% change you made between sims or because the move didn't have that high a % to begin with. That can drive you crazy. You see a 6% finisher happen twice in one sim and panic. Then you reduce the move by 1% and don't see it at all in the next sim. So you're left wondering whether you didn't see it because of the 1% reduction or because it wouldn't have been chosen anyway even if it was still at 6%. Don't raise it again right after that. Strategies for simming that keep you sane have to be part of the creation and testing strategy. A few other things I can think of now: Although it takes longer to make FPW edits (due to having more priorities and more that we can do with priorities), my overall strategies are the same as when I wrote the guide. I start an edit by coming up with their overall character and ring style. If I have a character whose history is known to me (often as a result of an established character needing a rival or ally), then that sense of history helps me out as well. So using some combination of their character, history, and ring style - I figure out their Finisher, specials, and maybe 3-4 other noteworthy moves. Then I cover all of those with Priorities if they need them. At that point I basically just "work backward" and have the rest of the moveset lead to those big moves and priorities. That doesn't mean that every move has to necessarily "route" directly to their big match ending moves. You can have an edit who is a technical marvel but whose character is kind of a jerk. A punch to the mouth may not lead to their wrist clutch grapevine neck clamp powerbomb, but it can still be an effective tool for expressing who they are in their moveset. (Side note - I love how every ridiculous indy-sounding exaggerated move that I can think of is now actually possible with Move Craft 😁 ) Most of you guys are pretty familiar with my conventions for edits over the years by hearing me talk about it and seeing it in the DNA of my edits. ("Wow, what a surprise, Geese has a 25% corner finisher - is 25 like the number of times he's eaten a breakfast biscuit or something? Is he 25 feet tall? 25 miles wide? What's with those numbers! Is he an advanced numerologist? An amateur one? EWW!) Skip the first post of this thread and check out the posts after for a lot of my edit advice and strategies. ogubl.proboards.com/thread/17/join-ubl"Tightening up the logics" (in post 3) is especially useful for avoiding those unnecessary weak finishes late in the match that people have mentioned in this thread. My final advice is this - having an overall approach to edit making is good as is having certain strategies. But it can be fun to go into a new edit with a completely different approach and perspective just to make them unique and your experience making them. Is it likely i'll start an edit by thinking of their weak front grapple <-->[] move before I think of their Finisher? No. But it may lead to a different experience that could be challenging and fun in its own way. And building an edit a specific way for that edit can make them feel unique. And taking inspirations from other edit makers is really key to growing as an edit maker and having more fun. Dawnbreaker's absolute mastery of innovative priorities in FPW really caused me to raise my game as a result and have more fun thinking of how my edits could work beyond some of my old conventions for them. Be yourself but be your best self by continuing to imagine and evolve 🚀
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Post by Severla on Jan 20, 2021 3:47:49 GMT
If an EDIT finisher is a front grapple I usually have all the big moves at around 12-14% and keep the finisher around 8%. I actually drop ANY front grapple that can pin/submit, or that will be prio'd into one, down to 8~9%, not just finishers. If it can potentially end the match, it's getting the equal treatment. I admittingly have moments of pet peeve when I see Edits with like 3 front grapples that arent Sigs/Finishers at like 15% that pin or prio into one, especially if they just dominate the match because of obvious pin spam. It's a personal thing for sure, and I do admit my Edits tend to get crushed when mingling out of my own inner-workings because my logic style has a lot of small quirks for match flow. Edit: One thing I will point out that I do on basically every Edit I make... I put a back rollup at like 5% in large. It's always thrilling to see that come out as a potential upset.
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Post by daffu on Feb 4, 2021 21:35:38 GMT
You jerks made me turn the game on for the first time in over a year just to make sure I am not giving out incorrect information. Just a note: I do not use mods. Super easy question to start off with! I tend to have abso-fucking-lutely no pins whatsoever at large/near death damage. Looking specifically at front grapple and opponent downed situations. When the match is going to end I want to end in a specific way. The finishers and signatures that are supposed to end the encounter will be set to 100% at large damage in the priority attack logic section to follow up with a pin. I keep it simple there. A finisher is going to finish the match. End of statement lol. Finisher logic is a little bit tricky, but it really kind of depends on where the finisher is in the move list. Front grapple is the most obvious placement, and I tend to not go above 12% for a finisher in front grapple. Most of my edits sit somewhere around 8-10%. I would say this is a great situation to bust out some RNG and see what happens while simming my two oldest edits against each other (Trek Storm vs Rass Rockman). Match 1: No finishers but one OKITE YABURI! Match ended with a surprise roll up reversal by Rockman at 15:46. Match 2: No finishers. Match ended with a submission victory by Rockman at 10:05. Match 3: No finishers. Another submission victory by Rockman at 15:39. Rockman's finisher is a submission, and his character does have some MMA background so I am not upset by these results... yet. Match 4: Three finishers, all by Trek and two of them right after each other around the 10:00 mark (both got 2.9 counts). Trek won with his finisher at 15:15. Match 5: One finisher by Trek that finished the match at 11:42. These random tests might tell me to lower Rockman's mount attacks in the large damage category if anything else. But overall, this is about where I like things to be. I tend to try to keep bouts around the 12:00-15:00 mark. Obviously there will be outliers but things went off as I wanted them to for the most part. Rockman's finisher is a submission with the opponent on the mat, and as of right now I have it set to 0% across the board. I only want him to go for this after specific moves in a priority logic sequence. The beginning of the sequence is a front grapple move, which is set to 10% in large damage, so in essence I am still following my own rules as if his finisher was a front grapple attack. I'm wanting to go in and mess around with this character now, try some different things, but that is an adventure for another time. I am in total agreement here. These are all good things. Please continue thinking like this. I follow a lot of this throughout my mind ramblings. I'm just going to paste a screen grab of Trek's front grapple logic and explain my own thinking during this. Small Damage: With the exception of the run grapple, two of the highest attacks are ones that keep the opponent standing. Push over is a bit too high looking at it now, I will probably drop that down to 10-12% and distribute the rest of the numbers to the Wrist Punch and Face Raking A. My goal is to have a good majority of the small damage be quick punches and some running attacks. Medium Damage: Every edit I make will have one "wear down" hold in their move set, and Trek has a couple. Neck Throw Headlock is one and he has a priority chain from the Flying Mare to the Sleeper Hold (which is a fucking great little combination that I love). Large Damage: Trek's finisher is the Axe Guillotine Driver. Reverse Waterwheel Drop, Pendulum Bomb, Bat Hanging Lock, and Reverse Neckbreaker Drop all have a similar setup to his finisher. I did that on purpose because in my mind it brings out some of the mark out moments, like "OMG HERE COMES THE FINISH!!" but instead the opponent fights out so he switches over to a different move. I dunno, just what I thought was fun as I was building. Both the Pendulum Bomb and Reverse Neckbreaker Drop have a priority follow up to a top rope move that is also supposed to be a match ender. Trek ends up too winded to follow through most of the time. When it happens it's pretty cool though ^_^ Obviously this is going to vary depending on the opponent, but for me this setup results in matches feeling like this: 0:00 to 4:00 - The "feeling out" phase. Mostly punches, test of strengths, a good amount of circling and weak strikes. Running attacks end up being mostly things like running elbows, shoulder blocks, nothing that will really have the attacker leaving their feet. 4:00 to 10:00 - The "wear down" phase. This is where most of the wear down holds happen. If the edit is a character like Rockman who has an arm submission finisher this is where those wear down holds all focus on the arms. This is also where I will have the pin percentage set to around 20-30%. If there are going to be random pins I don't want them to end the match, and unless there is a HUGE power disparity that will not happen in this portion of the match. This is also where I may have a big-ish move set with a pin priority, like say a piledriver. I don't care if it gets a 1, 2, or a 2.9 count, go for the pin after something big in this section just to show the crowd that you are at least trying to win. 10:00 to end - The "just end it" phase. Sometimes Fire Pro is Fire Pro and matches can go on for too long, but I like them to end at some point. So, yeah... end it. I believe there is wiggle room to this statement. I will be in agreement if you amended it to only at large damage/near death, but having the random submission and pin at small or medium is fine. I want to dive more into this theory-aspect as I like to think my brain is full of useful knowledge on the game, just not more current knowledge. I would feel lost trying to tackle the move editor, but I spent the better part of 20 years fiddling around with the CPU logic from FPA through the present day, so I hope I retained a good amount of stuff.
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Post by greatmuta2 on Feb 12, 2021 18:53:38 GMT
My logic is pretty simple usually. Big damage moves are not to go above 10 percent. BIG moves like head drops and stuff like that will get 6% or below, Owen Hart for example has a stalling Piledriver which is at 6% and his reverse Piledriver at 3%. The stalling Piledriver goes for pin immediately where as the reverse I have him do the arm cross finish taunt then pin.
High flying is 10 to 15% for moves off the turnbuckle. I don't need them doing 15 dives, depending on the move, almost all I have prioritied to pin after.
C2C I always have at the highest I can put it plus I add a move with no priority pin or 50% chance of a pin so they have a move to use for set up, be it an Exploder or Powerbomb whip.
Strikes I like to have at 10% or below on dazed, I don't need the person doing 15 roaring elbows. Irish whips, if the move is a sign or finisher like romans spear as example it will be set to either 8% or 0% with a taunt that triggers it.
Taunts I have at 5% and below, outside the ring taunts can go up to 10%
I don't like wasted movements in my matches and don't like big ass moves being used with no pin. A superplex I can let slide but like a top rope frakensteiner, unless you have it as a setup, should always pin after, if that bothers you then change it to a less extreme move.
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