Post by Sin-N-Terrors on Mar 1, 2014 16:31:33 GMT -5
contributed by Sin
written by: Anagram
Original Text
Anagram’s fight planning cheat sheet
I just saw a comment in a thread in The Back Alley from a player drawn to this game because he was a boxing fan, he said he was poor at the game because he didn’t understand the maths and programming that went into the formulae and conditionals; join the club!! Over the past 3 years that I have been playing the game I have learned what various formulae mean, what they do and that is all you need to know. In this guide I will list all the formulae and conditionals that I know and either use or have used and what these formulae mean or will do; a kind of dummies guide to WeBL if you like!! I’ll break them down by type and put a quick explanation underneath them and include a few examples of how you might use them; so no more excuses from the non math geeks, everything you need to win titles is here!!
This is NOT a fight planning guide and I am assuming that readers of this already have some grasp of the game. For those new to the game who want a comprehensive introduction to how to build and run fighters then I strongly recommend that you go here www.weblhelp.com/ as this will tell you in more detail how to apply what I have written here. You can find a full list of help files here: ugiboxing.webs.com/helpfiles.htm
Symbols
Here are the arithmetic symbols used in fight planning and what they mean:
> (greater than)
< (less than)
= (equals)
>= (greater than or equal to)
<= (less than or equal to)
Score formulae and conditionals
Here is the most basic type of score tracking formula:
if score > 1 then x/x/x (style);
your fighter is more than one point ahead on the cards.
if score >= 1 then x/x/x (style);
your fighter is one point or more in front.
if score < 1 then x/x/x (style);
your fighter is behind or dead level.
if score <= 1 then x/x/x (style);
your fighter is at best one point ahead.
Obviously you can change 1 to any number you like and change your tactics accordingly. The problem with this kind of score tracking is that it does not distinguish between close rounds and rounds that you win comfortably. Due to the random element in the scoring you may find that you are not winning or losing by as much as you think.
So, to gain more certainty about score you can use
roundswon
and
roundslost
These conditionals track rounds where there is a 97% chance that you have won the round on the scorecard of 2 or more judges. You can use these terms either on their own:
if roundswon > 1 then x/x/x (style);
Or more usefully use it in conjunction with score:
if score > 1 and roundswon > roundslost then x/x/x (style);
This might be particularly handy if you want to shut up shop if you have done enough to win a fight:
#Decision is locked up
9) if score > 14 - round and roundswon > 6 then 1/1/18 (ring);
This means that you are at least 3 rounds up and there is a 97% chance that you have won at least 7 rounds so you are going to shut up shop and stay out of trouble for the remainder of the fight.
This is safer than the somewhat unreliable “decision_won” conditional.
Endurance formulae and conditionals
Score conditionals on their own can get you through the lower regionals and with certain fighter types they might even win you a regional title. To succeed at the highest level though, some degree of endurance tracking is required. The most basic form of endurance tracking can be written like this:
If endurance_percent > 95 then x/x/x (style);
You have more than 95% endurance so…
So you could write a plan like this:
4B/8/8;
2) if endurance_percent > 95 then 4B/8/8; I have more than 95% endurance left.
If endurance_percent > 96 then 5B/8/7; I have more than 96% endurance left.
If endurance_percent > 97 then 5B/9/6; I have more than 97% endurance left.
3) if endurance_percent > 90 then 4B/8/8; I have more than 90% endurance left.
If endurance_percent > 92 then 5B/8/7; I have more than 92% endurance left.
If endurance_percent > 94 then 5B/9/6; I have more than 94% endurance left.
As you can see I am basically adjusting the endurance percentage each round to reflect whether I lost less than 5%, 4% or 3% each round. This however is a slightly cumbersome method and is time consuming when writing FP’s, you can say the same thing like this:
4B/8/8;
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
Now this looks more complicated and if I didn’t know what this formula did then I wouldn’t be able to write it but I learned from others that it means this:
If I am losing less than 5% endurance per round then 4B/8/8;
If I am losing less than 4% endurance per round then 5B/8/7;
If I am losing less than 3% endurance per round then 5B/9/6;
Don’t worry if you don’t know why it means that, just trust me, it does!!
If you want to go the other way and track whether you are losing more than a certain percentage per round then you write it like this:
2) if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent < 100 - ((round - 1) * 6) then 4B/6/10;
if endurance_percent < 100 - ((round - 1) * 7) then 4B/5/11;
Note the small difference in the formula; the > symbol is reversed to <. This is important as getting them the wrong way around can be catastrophic!! So basically the above is saying:
If I am losing more than 5% endurance per round then 4B/7/9;
If I am losing more than 6% endurance per round then 4B/6/10;
If I am losing more than 7% endurance per round then 4B/5/11;
Obviously you can change the percentages to track whatever level you like and write whatever combination you like but the above is how you get your plan to track the percentage endurance that you are losing per round. Most of the time you would put them together like this (note the order in which the conditionals are written):
4B/8/8;
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent < 100 - ((round - 1) * 6) then 4B/6/10;
if endurance_percent < 100 - ((round - 1) * 7) then 4B/5/11;
As well as tracking your own endurance it can also be useful to track your opponent’s endurance relative to your own. This is an inexact science as you can only tell whether your opponent is
Strong (also known as opp = 2) i.e. his endurance is more than 67%.
Tired (also known as opp = 1) i.e. his endurance is between 33% and 67%.
Weak (also known as opp = 0) i.e. his endurance is less than 33%.
Despite being rather vague, these measures of your opponent’s endurance can still be useful. For example if it is late in a fight and you are not sure which end game to use then the level of your opponents endurance might be a useful guide as to which strategy to adopt:
12) if score < 0 endurance_percent > 72 and opp = tired then 5H/12/3 (inside);
Here you are losing but you have at least a 5% endurance advantage (he is tired so his endurance is 67% or less but you have at least 72% endurance) so you are going to try and knock him out or put him on the floor.
Alternatively you may be winning on score but down on endurance and thus may need to keep your defence high to stop being stunned, floored or knocked out:
12) if score > 0 and endurance_percent < 62 and opp = strong then 6/1/13 (ring);
Here you are winning but you at least 5% down on endurance (he is strong so has endurance of more than 67% whilst you are less than 62%) so you are going to try and win the round but try not to get knocked out in doing so.
Tracking score and endurance
With the information laid out above we can now track score and endurance together but combining the two formulae. If for example you want to say I am winning by more than 1 point and losing less than 5% endurance per round.
Then you write it like this:
If score > 1 and endurance_percent > 100 - ((round - 1) * 5) then x/x/x (style);
Or to be even more certain, like this:
If score > 1 and roundswon > roundslost and endurance_percent > 100 - ((round - 1) * 5) then x/x/x (style);
Basically you are just marrying together the lines that I have mentioned in the sections above to form one longer instruction.
Stuns
You can track the number of times that you have been stunned or the number of times that you have stunned your opponent by using the terms
Mystuns (to refer to the number of times that you have been stunned)
and
Hisstuns (to refer to the number of times that he has been stunned)
This might be particularly important in fights where KP is involved. You can tie in stun conditionals with score and endurance like this:
If score > 1 and endurance_percent > 100 - ((round - 1) * 5) and mystuns > 0 then x/x/x (style);
Note also that if you have been floored or you have floored your opponent once then mystuns = 2 or hisstuns = 2 as a knockdown counts as two stuns.
Cuts
Cuts are an oft overlooked strategy but targeting a reasonably serious injury can reap significant rewards. There is much debate over the level at which it is worth going after cuts, my own preference is more than or equal to level 3 and I have a very simple way of incorporating cuts into my FP’s. Quite simply I use the line that I was going to use anyway but aim at cuts instead of say going to the body. So if say my round 2 strategy looked like this:
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
Then I simply add cuts conditionals so that it now looks like this:
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent > 100 - ((round - 1) * 5) and hiscuts >= 3 and round < 12 then 4C/8/8;
if endurance_percent > 100 - ((round - 1) * 4) and hiscuts >= 3 and round < 12 then 5C/8/7;
if endurance_percent > 100 - ((round - 1) * 3) and hiscuts >= 3 and round < 12 then 5C/9/6;
if endurance_percent < 100 - ((round - 1) * 5) and hiscuts >= 3 and round < 12 then 4C/7/9;
So my basic strategy is still the same except that I am now aiming at cuts to try and exacerbate my opponent’s injury instead of going to the body. The reason for the
“and round < 12” part of the line is because a fight cannot be stopped on cuts in the last round so aiming for cuts is a waste.
For the full lowdown on cuts go here: www.vivi.com/webl/gory-details.html#injuries
Global conditionals
These are lines that you want to override your general strategy at various points in the fight and as the parser effectively reads your fight plan from the bottom up (it implements your last true statement) then you should place these lines at the bottom of your FP. If for example your opponent is weak at any stage during the fight then you might want to try and knock him out:
#Knockout
2) if endurance_percent > 50 and opp = weak then 5H/10/5 (inside);
Your opponent is weak i.e. has less than 33% endurance and you have more than 50% endurance so you are going to try and knock him out.
Or maybe you are tired and need to rest:
#Tired
2) if score > 0 and round < 11 and endurance _percent < 70 then 2/1/8 (ring);
Or shut up shop when you have the fight in the bag:
#Decision is locked up
9) if score > 14 - round and roundswon > 6 then 1/1/18 (ring);
Cuts are a good reason to have globals as well. Just remember that there is no point targeting cuts in round 12 as the fight cannot be stopped on cuts in the last round:
1) if score >= 0 and hiscuts >= 3 and endurance_percent >= 70 and round < 12 then 5C/8/7 (style)
Or maybe you are down on score and well down on endurance and you want to throw in the towel and save your fighter from taking unnecessary IP’s:
#Towel
6) if score < 0 and endurance_percent < 50 and opp = strong then towel;
Remember, your towel line should be your last line in an FP. Otherwise you run the risk of another line overruling it, and your fighter could take unnecessary damage.
So, there you have it, all the formulae and programming that go into a fight plan. There is nothing new here, it has pretty much all been said elsewhere, most notably by Unforgiven in his help guide: www.weblhelp.com/ but hopefully having it all in one place in some degree of detail will help those who have always felt that they didn’t understand that math side of the game.
For info on strategy and builds then I strongly suggest that you read some or all of the help guides here: ugiboxing.webs.com/helpfiles.htm and or ask questions in the WeBL help forum. Good luck!!
written by: Anagram
Original Text
Anagram’s fight planning cheat sheet
I just saw a comment in a thread in The Back Alley from a player drawn to this game because he was a boxing fan, he said he was poor at the game because he didn’t understand the maths and programming that went into the formulae and conditionals; join the club!! Over the past 3 years that I have been playing the game I have learned what various formulae mean, what they do and that is all you need to know. In this guide I will list all the formulae and conditionals that I know and either use or have used and what these formulae mean or will do; a kind of dummies guide to WeBL if you like!! I’ll break them down by type and put a quick explanation underneath them and include a few examples of how you might use them; so no more excuses from the non math geeks, everything you need to win titles is here!!
This is NOT a fight planning guide and I am assuming that readers of this already have some grasp of the game. For those new to the game who want a comprehensive introduction to how to build and run fighters then I strongly recommend that you go here www.weblhelp.com/ as this will tell you in more detail how to apply what I have written here. You can find a full list of help files here: ugiboxing.webs.com/helpfiles.htm
Symbols
Here are the arithmetic symbols used in fight planning and what they mean:
> (greater than)
< (less than)
= (equals)
>= (greater than or equal to)
<= (less than or equal to)
Score formulae and conditionals
Here is the most basic type of score tracking formula:
if score > 1 then x/x/x (style);
your fighter is more than one point ahead on the cards.
if score >= 1 then x/x/x (style);
your fighter is one point or more in front.
if score < 1 then x/x/x (style);
your fighter is behind or dead level.
if score <= 1 then x/x/x (style);
your fighter is at best one point ahead.
Obviously you can change 1 to any number you like and change your tactics accordingly. The problem with this kind of score tracking is that it does not distinguish between close rounds and rounds that you win comfortably. Due to the random element in the scoring you may find that you are not winning or losing by as much as you think.
So, to gain more certainty about score you can use
roundswon
and
roundslost
These conditionals track rounds where there is a 97% chance that you have won the round on the scorecard of 2 or more judges. You can use these terms either on their own:
if roundswon > 1 then x/x/x (style);
Or more usefully use it in conjunction with score:
if score > 1 and roundswon > roundslost then x/x/x (style);
This might be particularly handy if you want to shut up shop if you have done enough to win a fight:
#Decision is locked up
9) if score > 14 - round and roundswon > 6 then 1/1/18 (ring);
This means that you are at least 3 rounds up and there is a 97% chance that you have won at least 7 rounds so you are going to shut up shop and stay out of trouble for the remainder of the fight.
This is safer than the somewhat unreliable “decision_won” conditional.
Endurance formulae and conditionals
Score conditionals on their own can get you through the lower regionals and with certain fighter types they might even win you a regional title. To succeed at the highest level though, some degree of endurance tracking is required. The most basic form of endurance tracking can be written like this:
If endurance_percent > 95 then x/x/x (style);
You have more than 95% endurance so…
So you could write a plan like this:
4B/8/8;
2) if endurance_percent > 95 then 4B/8/8; I have more than 95% endurance left.
If endurance_percent > 96 then 5B/8/7; I have more than 96% endurance left.
If endurance_percent > 97 then 5B/9/6; I have more than 97% endurance left.
3) if endurance_percent > 90 then 4B/8/8; I have more than 90% endurance left.
If endurance_percent > 92 then 5B/8/7; I have more than 92% endurance left.
If endurance_percent > 94 then 5B/9/6; I have more than 94% endurance left.
As you can see I am basically adjusting the endurance percentage each round to reflect whether I lost less than 5%, 4% or 3% each round. This however is a slightly cumbersome method and is time consuming when writing FP’s, you can say the same thing like this:
4B/8/8;
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
Now this looks more complicated and if I didn’t know what this formula did then I wouldn’t be able to write it but I learned from others that it means this:
If I am losing less than 5% endurance per round then 4B/8/8;
If I am losing less than 4% endurance per round then 5B/8/7;
If I am losing less than 3% endurance per round then 5B/9/6;
Don’t worry if you don’t know why it means that, just trust me, it does!!
If you want to go the other way and track whether you are losing more than a certain percentage per round then you write it like this:
2) if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent < 100 - ((round - 1) * 6) then 4B/6/10;
if endurance_percent < 100 - ((round - 1) * 7) then 4B/5/11;
Note the small difference in the formula; the > symbol is reversed to <. This is important as getting them the wrong way around can be catastrophic!! So basically the above is saying:
If I am losing more than 5% endurance per round then 4B/7/9;
If I am losing more than 6% endurance per round then 4B/6/10;
If I am losing more than 7% endurance per round then 4B/5/11;
Obviously you can change the percentages to track whatever level you like and write whatever combination you like but the above is how you get your plan to track the percentage endurance that you are losing per round. Most of the time you would put them together like this (note the order in which the conditionals are written):
4B/8/8;
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent < 100 - ((round - 1) * 6) then 4B/6/10;
if endurance_percent < 100 - ((round - 1) * 7) then 4B/5/11;
As well as tracking your own endurance it can also be useful to track your opponent’s endurance relative to your own. This is an inexact science as you can only tell whether your opponent is
Strong (also known as opp = 2) i.e. his endurance is more than 67%.
Tired (also known as opp = 1) i.e. his endurance is between 33% and 67%.
Weak (also known as opp = 0) i.e. his endurance is less than 33%.
Despite being rather vague, these measures of your opponent’s endurance can still be useful. For example if it is late in a fight and you are not sure which end game to use then the level of your opponents endurance might be a useful guide as to which strategy to adopt:
12) if score < 0 endurance_percent > 72 and opp = tired then 5H/12/3 (inside);
Here you are losing but you have at least a 5% endurance advantage (he is tired so his endurance is 67% or less but you have at least 72% endurance) so you are going to try and knock him out or put him on the floor.
Alternatively you may be winning on score but down on endurance and thus may need to keep your defence high to stop being stunned, floored or knocked out:
12) if score > 0 and endurance_percent < 62 and opp = strong then 6/1/13 (ring);
Here you are winning but you at least 5% down on endurance (he is strong so has endurance of more than 67% whilst you are less than 62%) so you are going to try and win the round but try not to get knocked out in doing so.
Tracking score and endurance
With the information laid out above we can now track score and endurance together but combining the two formulae. If for example you want to say I am winning by more than 1 point and losing less than 5% endurance per round.
Then you write it like this:
If score > 1 and endurance_percent > 100 - ((round - 1) * 5) then x/x/x (style);
Or to be even more certain, like this:
If score > 1 and roundswon > roundslost and endurance_percent > 100 - ((round - 1) * 5) then x/x/x (style);
Basically you are just marrying together the lines that I have mentioned in the sections above to form one longer instruction.
Stuns
You can track the number of times that you have been stunned or the number of times that you have stunned your opponent by using the terms
Mystuns (to refer to the number of times that you have been stunned)
and
Hisstuns (to refer to the number of times that he has been stunned)
This might be particularly important in fights where KP is involved. You can tie in stun conditionals with score and endurance like this:
If score > 1 and endurance_percent > 100 - ((round - 1) * 5) and mystuns > 0 then x/x/x (style);
Note also that if you have been floored or you have floored your opponent once then mystuns = 2 or hisstuns = 2 as a knockdown counts as two stuns.
Cuts
Cuts are an oft overlooked strategy but targeting a reasonably serious injury can reap significant rewards. There is much debate over the level at which it is worth going after cuts, my own preference is more than or equal to level 3 and I have a very simple way of incorporating cuts into my FP’s. Quite simply I use the line that I was going to use anyway but aim at cuts instead of say going to the body. So if say my round 2 strategy looked like this:
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
Then I simply add cuts conditionals so that it now looks like this:
2) if endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8;
if endurance_percent > 100 - ((round - 1) * 4) then 5B/8/7;
if endurance_percent > 100 - ((round - 1) * 3) then 5B/9/6;
if endurance_percent < 100 - ((round - 1) * 5) then 4B/7/9;
if endurance_percent > 100 - ((round - 1) * 5) and hiscuts >= 3 and round < 12 then 4C/8/8;
if endurance_percent > 100 - ((round - 1) * 4) and hiscuts >= 3 and round < 12 then 5C/8/7;
if endurance_percent > 100 - ((round - 1) * 3) and hiscuts >= 3 and round < 12 then 5C/9/6;
if endurance_percent < 100 - ((round - 1) * 5) and hiscuts >= 3 and round < 12 then 4C/7/9;
So my basic strategy is still the same except that I am now aiming at cuts to try and exacerbate my opponent’s injury instead of going to the body. The reason for the
“and round < 12” part of the line is because a fight cannot be stopped on cuts in the last round so aiming for cuts is a waste.
For the full lowdown on cuts go here: www.vivi.com/webl/gory-details.html#injuries
Global conditionals
These are lines that you want to override your general strategy at various points in the fight and as the parser effectively reads your fight plan from the bottom up (it implements your last true statement) then you should place these lines at the bottom of your FP. If for example your opponent is weak at any stage during the fight then you might want to try and knock him out:
#Knockout
2) if endurance_percent > 50 and opp = weak then 5H/10/5 (inside);
Your opponent is weak i.e. has less than 33% endurance and you have more than 50% endurance so you are going to try and knock him out.
Or maybe you are tired and need to rest:
#Tired
2) if score > 0 and round < 11 and endurance _percent < 70 then 2/1/8 (ring);
Or shut up shop when you have the fight in the bag:
#Decision is locked up
9) if score > 14 - round and roundswon > 6 then 1/1/18 (ring);
Cuts are a good reason to have globals as well. Just remember that there is no point targeting cuts in round 12 as the fight cannot be stopped on cuts in the last round:
1) if score >= 0 and hiscuts >= 3 and endurance_percent >= 70 and round < 12 then 5C/8/7 (style)
Or maybe you are down on score and well down on endurance and you want to throw in the towel and save your fighter from taking unnecessary IP’s:
#Towel
6) if score < 0 and endurance_percent < 50 and opp = strong then towel;
Remember, your towel line should be your last line in an FP. Otherwise you run the risk of another line overruling it, and your fighter could take unnecessary damage.
So, there you have it, all the formulae and programming that go into a fight plan. There is nothing new here, it has pretty much all been said elsewhere, most notably by Unforgiven in his help guide: www.weblhelp.com/ but hopefully having it all in one place in some degree of detail will help those who have always felt that they didn’t understand that math side of the game.
For info on strategy and builds then I strongly suggest that you read some or all of the help guides here: ugiboxing.webs.com/helpfiles.htm and or ask questions in the WeBL help forum. Good luck!!