|
Post by damzillaa on Aug 3, 2018 1:40:08 GMT
What exactly would be the average amount of skill points to allocate to a mid carder vs a main eventer? Does the wrestlers 'rank' have any reflection on how many points they should possess? Once again new to the whole giving a crap about stats and such.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 3, 2018 2:51:02 GMT
You can expect some pretty good replies. I'd like to say also that the game doesn't really show small differences in stats in the results (at least to the extent that I know the engine). I find that I need to make my main eventers WAY higher rated than the midcarders to get them to beat them consistently. A lot of people consider over 200 points to be a high rating, which is perfectly fine...my top guys are WAY over that, lol.
|
|
|
Post by Johnny Jett on Aug 3, 2018 3:43:36 GMT
I actually try to keep my edits at ~120 total points (though I'm not strict about it). I've found that this, combined with logic geared toward the same end, gives me manageable "tv match" length bouts that only occasionally go on to become long epics. Which is what I want for what I'm doing. But, man, I'm really an amateur at this so I could be entirely backward with how I approach it.
I mostly see parameters as a means to an end. They're just a tool to make certain moves more potent while logic does the heavy lifting.
|
|
thelodger
JIM MINY
Building an efed
Posts: 63
|
Post by thelodger on Aug 3, 2018 4:33:33 GMT
I suppose it depends on what you're creating, but for my e-fed my main eventers are around 180, upper to mid carders around 160, jobbers ?? I stopped sweating points a long time ago, essentially this: I mostly see parameters as a means to an end. They're just a tool to make certain moves more potent while logic does the heavy lifting. I don't ignore points or parameters, I just don't let them stand in the way of creating the edit that works in my world. Like a speedometer. :-P Honestly I've found that the more you understand your edit from the outset, the easier the logic is, the more the points end up around the right area. I'm Far from an expert, goodness knows you're going to get some good ones from far more qualified sources. Just my .02
|
|
|
Post by crippler19 on Aug 3, 2018 14:14:27 GMT
The Rank and Charisma MAY a play a part in the match rating, not sure, but they will almost certainly matter in the upcoming Fire Promoter mode.
|
|
|
Post by mbxfilms on Aug 3, 2018 14:35:31 GMT
This is the usual guide:
000-110 - JOBBER A wrestler (or manager) who has a very small likelihood of ever actually winning a match, usually portrayed as a loser. Also, lesser known figures on the American/Japanese indy circuits may fall into this category, not because they are "bad wrestlers" per se, but because they they are lesser known talents lacking a wide amount of exposure and/or experience.
111-170 - MID-CARDER (also INDY, JUNIOR) A wrestler with a relatively decent chance of success, depending on the scenario. Many indy/junior wrestlers fall into this category, as despite their talents, they would have a small chance of success against the following groups.
171-250 - MAIN EVENTER A wrestler who regularly headlines wrestling events, and has likely held a major title for some period of time. Also, many legendary juniors (Dynamite Kid, Tiger Mask) may fall into this category, as their skills are well above those of other juniors, yet lesser than most heavyweight legends.
251-320 - LEGEND A wrestler of legendary status. A multi-time title holder, and a person who has made a significant impact on the sport of pro wrestling and has been a huge main event draw for an extended period of time. This wrestler would not lose to most other wrestlers in most scenarios.
321-380 - SUPERHUMAN An inhuman fighter with colossal strengths and attributes. This character has no real weaknesses to capitalize on in a wrestling match, and is not likely to lose to a professional wrestler under any circumstances
Copy and Paste. But there is so much more to how and if they will win going on. Someone with no stats except high punching will beat nearly everyone if ALL they do is punch. They could have a 10 in ROUGH stat, but if they have no ROUGH moves it won't matter.
|
|
|
Post by TheDenizen on Aug 4, 2018 14:34:28 GMT
Try not to get hung up on total points as it doesn't really matter. what matters is how you use them and set up your logic. It would be very easy to make a 100 point overall edit and set up his logic in a way that would make him destroy 200 point edits pretty consistently.
If you're looking for some more detailed insight on Parameters and logic, check out the guide in this thread
|
|
|
Post by Dawnbr3ak3r on Aug 4, 2018 17:46:41 GMT
If you're breaching 200 points you either don't know what you're doing or you're meme-ing. If you're constantly giving your edits a ton of Defense Parameters and low Offense Parameters, then prepare yourself for a slog; Unless you like slogs, then by all means, have fun with that.
It's entirely possible to make a strong edit that can dominate a match with sub-150 points. A lot of an edit's points will largely end up in the Skills panel as Tier-3 Skills cost 30 points, the highest movement speeds cost up to 20 points, depending on the category. Also High Breathing, Recovery, and Spirit will do it too.
The actual Parameter points may not do as much as an edit's ability to spam big moves. Also, it's not just "one thing" that makes an edit strong; It's a combination of several things: Moveset, Parameters, Skills, and then the Logic setup on how often things are used. You can have an edit with a Powerbomb set to 3%, and the rest of their moves set to 5% to 8% in Large Damage and they may not do as much as someone who's only doing their HVY moves late.
My primary edit is designed to be a glass cannon. It's rare that his matches go longer than ten minutes and extremely rare that his matches go longer than fifteen or twenty minutes. I tend to build my edits to last a certain duration and if I want my edits to take a certain amount of punishment, those edits are the ones that get Reborn. If I want an edit to seem like they're tough, they'll get Hardbody. If I want an edit who doesn't give in easily, they'll get Guts (I rarely ever use Guts and Hardbody because it can be absolutely bullshit depending on their opponent). It's entirely possible to make a real asshole of an edit if they have the Reborn Special Skill with High Offense parameters and low Defense Parameters. You can look at almost any of my edits and notice that the majority of their points are relegated to the Skills section. Rarely do my edits have absurdly high Offense (Read: 8's, 9's, and 10's everywhere) and if they do, they're designed with a certain pacing in mind; Most of those are part of my "Lady Hoss Brigade", who are designed to be, well, mean and scary. I rarely break them out personally.
If you're only simming your edits against each other, go nuts and do whatever the heck you want to, but do understand that most people make some kind of attempt to have their edits work well with others'. My edits work a specific way and are designed to work with the other external setups and may or may not work well in another environment. They're designed specifically for a Slow referee and may not work with a Fast referee. That's another thing to take into account.
There's no right way to make an edit, and there's no wrong way to make an edit, however you're gonna end up facing the firing squad if you're consistently doing things in an unfair or bullshit manner and want other people to use your edits. I have particular tastes and if someone's edits don't meet those tastes, I won't use them.
|
|
|
Post by heelsinc on Aug 4, 2018 17:54:00 GMT
Great points by everyone here. You could potential have a 10 point edit beat someone with close to max points. If i have an edit with 10 points in punch offense and all 1s everywhere else with only punching moves vs an edit with 285 but a 1 in punch defense the 10 point edit still has a chance depending on how the RNG plays out.
Its all about working the match the way you want it. There may be a guy who is world renowned for his submission ability so you may think giving him a 10 in stretch and joint makes sense and then giving him in his move list All submissions moves. The 10 might not work for the match you want to have cause it may end to quickly.
|
|
|
Post by damzillaa on Aug 4, 2018 21:17:19 GMT
Wow, thankyou everyone whom replied to my comment I greatly appreciate the help. Y'all opened my mind up to variables that I never took into account when editing. I will use this information going forward, once again thank you very much.
|
|