Post by Sin-N-Terrors on Feb 28, 2014 13:02:28 GMT -5
Contributed by Sin
written by: Unknown
Introduction to the Fight Simulator
This course contains many terms central to the game. They are all defined in other freshman courses, so if you are unfamiliar with some of them, you should go back and read the other freshman core courses first. This is easily the most complicated of the freshman courses, but do not be alarmed. As your gym fights more bouts, you will begin to grasp this more and more.
The game revolves around the fights themselves, the results of which are automatically figured up by the computer. The program which decides the winner of each scheduled bout by taking the input and putting them through a set of formulas to simulate the fight. Here is the input it takes into account for each fighter:
Fighter's stats
Training stat
Fight Plan
Your fighters stats are found when you click on his name (but you can only see the stats of your own fighters), his training is decided by you. Under each of your fighter's pages is a link that allows you to choose which statistic he is training for. He will gain 1 athletic point in the trained category for this fight only, it will not automatically be added to his stats. His fight plan is also decided by you, as described in the courses on fight plans.
Ok, now both you and your opponent are ready to fight, the game will go through each fight round by round and compute the results according to a set of formulas (the exact formulas are listed on the site, and will be discussed in a more advanced course). If the fight is won by a fighter by KO, TKO, DQ, or opponent throwing in the towel during any given round, the fight will stop then and no more rounds will be simulated.
It is important to note the difference between "Actual stats" and "Effective stats". Your fighters actual stats are what are listed on his page. These will be modified by a number of factors such as fighting style to produce his "effective statistics" for each round. When we refer to AGL (agility), we mean his actual agility. When we refer to his modified agility, we will refer to it as "effective AGL", and the same for his other stats.
At the beginning of the fight, the computer does two things that will stay in place for the rest of the fight. First, it assigns each fighter his "endurance points". This is his CON times 10. A fighter with 14 conditioning will get 140 endurance points.
Second, it looks at each fighter's "fighting weight". The heavier fighter (if any) will get a bonus added to his STR and CHN based on how much of a weight advantage he has (up to 300 lbs. A fighter who weights more than that will not gain any weight advantage for his weight beyond that). A fighter who had to go below his minimum safe weight to get into the weight class this fight is for will lose a percentage of his endurance points, that cannot be regained.
Now that those are done, the computer begins simulating each round in order.
The first thing the computer does before each round is calculate the chances of a fighter being caught cheating. If either fighter is fighting dirty, he has a 50% chance of being caught. If caught, he will be warned, and he will have a small chance of being disqualified. If he has been warned before, he will also lose 1 point on the scorecards. A fighter who is not fighting dirty also has a small chance of losing 1 point on the scorecards for an "accidental foul blow". Also, if either fighter is using the clinch style with high defense, there is a chance he will lose 1 point for refusing to break a clinch. This chance goes up the higher the DEF.
The second thing the computer does is compare the two fighters actual stats, and adds whatever bonuses they get from their "fighting style" (as determined by their fight plan). For example, a fighter with higher strength than his opponent who is fighting inside will gain a strength bonus (the bigger the difference in stats, the higher the bonus).
Third, the taller fighter is given a "height advantage". The number of inches he is taller is cut in half, and that number is added to both his effective AGL and effective SPD. For example, a fighter with a 3 inch height advantage will gain 1.5 points of AGL and 1.5 points of speed for each round.
Next, "fatigue penalties" are calculated, and each fighter will lose a percentage of his abilities. The percentage of his abilities he loses is equal to the percentage of his original endurance points he has lost going into each round. A fighter who has lost 20% of his original endurance points going into a round will lose 20% of his effective STR, AGL, and SPD (notice this is calculated AFTER style and height bonuses have been added). It is important to note that CUTS, HGT, CHN, and KP are not effected by lost endurance. Endurance points are lost by weight penalties (as described above)
Fifth, each fighter's "luck factor" is computed for that round. It is usually between 0.8 and 1.2, and things such as damage he does to his opponent and his punches landed percentage are multiplied by it.
Now the computer is ready to calculate the damage done to each fighter in that round. Each fighter takes an amount of "endurance damage", which is the number of endurance points he lost that round due to his opponents punches. That is based on his DEF that round and effective AGL, as well as his opponents effective STR, POW, and to a lesser degree his opponents AGG and effective SPD. If the opponent was body punching, he loses even more, if his opponent was head punching or cut punching he loses less. "Stun damage" is also calculated. It is similar to "endurance damage", except a bonus is added to the opponents effective strength just for stun damage, and it is based on how many points of KP he has. If the opponent is head punching stun damage is increased, it is decreased if he is body punching. Stun damage a fighter takes each round is compared to his CHN, to see if he has taken enough to be "stunned", "knocked down", or "knocked out" (stuns take the least amount of damage, knockouts require the most). A fighter who is stunned or knocked down sees a significant loss in his luck factor for that round, a fighter who is knocked out loses the fight.
Both endurance and stun damage is also increased if the opponent was fighting dirty, and it can be increased and decreased by your opponents luck factor. (Remember this is how much damage a fighter takes. If you want to think about how much a fighter deal to his opponent, simply reverse it).
The sim also keeps a running total of how much "damage" the fighter has taken over the course of the fight. Each round, endurance damage (without bonuses or penalties for target punching) is added to his "total damage" for the fight. A fighter who takes excessive damage may also be injured, also known as "cut". An injury takes a small amount of endurance points each round, and also may be aggravated to take even more endurance points away. Some injuries also have small penalties to a fighters effective AGL and SPD. Cut punching increases the chance of aggravating an opponents cuts. If a cut is too severe, the fight will stopped and the fighter will lose by TKO. The chances of a fighter being cut are also strongly effected by his cut resistance, or CUTS stat.
Next, the number of punches thrown and the percentage landed are calculated. The more AGG you use that round, the more punches your fighter will throw. The percentage he lands is based on his effective SPD and his opponents effective AGL mostly, but also by both fighters defense. A fighter who is target punching will also see a drop in his punches landed percentage. Notice that the simulator calculates punches and damage seperately. A fighter may land only one punch but do a lot of damage, or he may land many punches and do little damage.
Amongst the punches he lands, a certain number will be "power punches" and "rights", whereas the rest will be "jabs". His POW each round effects how many of each he attempts, and power punches and rights impress the judges slightly more than jabs.
Next, each fighter will lose an amount of endurance points due to "fatigue" he incurs from throwing punches. His "fatigue" for the round is equal to his AGG plus half his POW, with half his CON subtracted, so that it is possible to take no fatigue. While normally the effects of fatigue are not felt until the next round, fighters who take an extreme amount of fatigue in a round may see if effect them in the current round. Fighters with at least 10 conditioning will rarely be effected by this. Also, a heavyweight will lose .1 fatigue points for every pound his minimum safe weight is over 200.
Now the round is over for the fighters. If neither fighter was KO'd, TKO'd, DQ'd, or threw in the towel in that round, the three ringside judges will score it. First, a fighter who stuns his opponent (or stuns him more than he is stunned) will automatically win the round (a knockdown counts as 2 stuns). If neither fighter is stunned or the stuns are equal, they will look at punches landed. Jabs are worth 1 point, power punches worth 2, and rights worth 1.5. The fighter with the most points will win the round, although close rounds may be deemed a tie or be decided by who did the most damage.
The fighter who won the round will be awarded 10 points. The fighter who loses the round will be given 7-9 points. 9 points are most common, 7 or 8 may be given if the fighter was stunned or knocked down or extremely outpunched. Each judge may see the fight a little differently, they are not perfectly accurate. For example: A close round may go down as a tie on one judges scorecard, and a 10-9 for one fighter on two others. After the judges score the round, points that were deducted for cheating or clinching that round will be deducted.
Before it goes on to the next round, the computer subtracts all the endurance points lost in the previous round (through damage, fatigue, injury, etc.) from their total, then adds 10% of what they have lost to that point to account for resting between rounds. In addition, if a fighter used less than 20 of his energy points that round (described in Intro to Fight Plans), he gains an additional 2% of his lost endurance for each point not used. It then goes through the entire process again to calculate the next round. If a fighter has 0 endurance points left he loses by TKO.
Remember, that a fighter's "effective stats" are computed EACH ROUND based on his actual stats, so bonuses do not carry over round to round.
Each fight is planned for a certain number of rounds (usually 12). If at the end of the last round neither fighter has won by KO, TKO, DQ, or opponent throwing in the towel, it goes to the judges scorecards. Remember, each judge sees each round slightly differently, so they will not always agree on the scores if there were close rounds. The total score for each round is added up, and if a fighter has more points than his opponents on at least 2 of the 3 judge's scorecards, he is the winner. If neither fighter wins at least 2 judges, the fight is a "draw".
Remember that the computer keeps a running total of the "base damage" taken each round of the fight. At the end of the fight, each fighter will receive a certain number of "injury points" or IP's from the fight, based on the base damage he recieved and his chin. It is possible to take 0 injury points. A KO'd fighter will also take 25 points automatically. These are added to the fighter permanently. Also remember that whatever style you used, your fighters actual stats will return to normal (with some exceptions, outlined in "Basic Career Management" or the help files).
Thank you for taking Introduction to the Fight Simulator.
written by: Unknown
Introduction to the Fight Simulator
This course contains many terms central to the game. They are all defined in other freshman courses, so if you are unfamiliar with some of them, you should go back and read the other freshman core courses first. This is easily the most complicated of the freshman courses, but do not be alarmed. As your gym fights more bouts, you will begin to grasp this more and more.
The game revolves around the fights themselves, the results of which are automatically figured up by the computer. The program which decides the winner of each scheduled bout by taking the input and putting them through a set of formulas to simulate the fight. Here is the input it takes into account for each fighter:
Fighter's stats
Training stat
Fight Plan
Your fighters stats are found when you click on his name (but you can only see the stats of your own fighters), his training is decided by you. Under each of your fighter's pages is a link that allows you to choose which statistic he is training for. He will gain 1 athletic point in the trained category for this fight only, it will not automatically be added to his stats. His fight plan is also decided by you, as described in the courses on fight plans.
Ok, now both you and your opponent are ready to fight, the game will go through each fight round by round and compute the results according to a set of formulas (the exact formulas are listed on the site, and will be discussed in a more advanced course). If the fight is won by a fighter by KO, TKO, DQ, or opponent throwing in the towel during any given round, the fight will stop then and no more rounds will be simulated.
It is important to note the difference between "Actual stats" and "Effective stats". Your fighters actual stats are what are listed on his page. These will be modified by a number of factors such as fighting style to produce his "effective statistics" for each round. When we refer to AGL (agility), we mean his actual agility. When we refer to his modified agility, we will refer to it as "effective AGL", and the same for his other stats.
At the beginning of the fight, the computer does two things that will stay in place for the rest of the fight. First, it assigns each fighter his "endurance points". This is his CON times 10. A fighter with 14 conditioning will get 140 endurance points.
Second, it looks at each fighter's "fighting weight". The heavier fighter (if any) will get a bonus added to his STR and CHN based on how much of a weight advantage he has (up to 300 lbs. A fighter who weights more than that will not gain any weight advantage for his weight beyond that). A fighter who had to go below his minimum safe weight to get into the weight class this fight is for will lose a percentage of his endurance points, that cannot be regained.
Now that those are done, the computer begins simulating each round in order.
The first thing the computer does before each round is calculate the chances of a fighter being caught cheating. If either fighter is fighting dirty, he has a 50% chance of being caught. If caught, he will be warned, and he will have a small chance of being disqualified. If he has been warned before, he will also lose 1 point on the scorecards. A fighter who is not fighting dirty also has a small chance of losing 1 point on the scorecards for an "accidental foul blow". Also, if either fighter is using the clinch style with high defense, there is a chance he will lose 1 point for refusing to break a clinch. This chance goes up the higher the DEF.
The second thing the computer does is compare the two fighters actual stats, and adds whatever bonuses they get from their "fighting style" (as determined by their fight plan). For example, a fighter with higher strength than his opponent who is fighting inside will gain a strength bonus (the bigger the difference in stats, the higher the bonus).
Third, the taller fighter is given a "height advantage". The number of inches he is taller is cut in half, and that number is added to both his effective AGL and effective SPD. For example, a fighter with a 3 inch height advantage will gain 1.5 points of AGL and 1.5 points of speed for each round.
Next, "fatigue penalties" are calculated, and each fighter will lose a percentage of his abilities. The percentage of his abilities he loses is equal to the percentage of his original endurance points he has lost going into each round. A fighter who has lost 20% of his original endurance points going into a round will lose 20% of his effective STR, AGL, and SPD (notice this is calculated AFTER style and height bonuses have been added). It is important to note that CUTS, HGT, CHN, and KP are not effected by lost endurance. Endurance points are lost by weight penalties (as described above)
Fifth, each fighter's "luck factor" is computed for that round. It is usually between 0.8 and 1.2, and things such as damage he does to his opponent and his punches landed percentage are multiplied by it.
Now the computer is ready to calculate the damage done to each fighter in that round. Each fighter takes an amount of "endurance damage", which is the number of endurance points he lost that round due to his opponents punches. That is based on his DEF that round and effective AGL, as well as his opponents effective STR, POW, and to a lesser degree his opponents AGG and effective SPD. If the opponent was body punching, he loses even more, if his opponent was head punching or cut punching he loses less. "Stun damage" is also calculated. It is similar to "endurance damage", except a bonus is added to the opponents effective strength just for stun damage, and it is based on how many points of KP he has. If the opponent is head punching stun damage is increased, it is decreased if he is body punching. Stun damage a fighter takes each round is compared to his CHN, to see if he has taken enough to be "stunned", "knocked down", or "knocked out" (stuns take the least amount of damage, knockouts require the most). A fighter who is stunned or knocked down sees a significant loss in his luck factor for that round, a fighter who is knocked out loses the fight.
Both endurance and stun damage is also increased if the opponent was fighting dirty, and it can be increased and decreased by your opponents luck factor. (Remember this is how much damage a fighter takes. If you want to think about how much a fighter deal to his opponent, simply reverse it).
The sim also keeps a running total of how much "damage" the fighter has taken over the course of the fight. Each round, endurance damage (without bonuses or penalties for target punching) is added to his "total damage" for the fight. A fighter who takes excessive damage may also be injured, also known as "cut". An injury takes a small amount of endurance points each round, and also may be aggravated to take even more endurance points away. Some injuries also have small penalties to a fighters effective AGL and SPD. Cut punching increases the chance of aggravating an opponents cuts. If a cut is too severe, the fight will stopped and the fighter will lose by TKO. The chances of a fighter being cut are also strongly effected by his cut resistance, or CUTS stat.
Next, the number of punches thrown and the percentage landed are calculated. The more AGG you use that round, the more punches your fighter will throw. The percentage he lands is based on his effective SPD and his opponents effective AGL mostly, but also by both fighters defense. A fighter who is target punching will also see a drop in his punches landed percentage. Notice that the simulator calculates punches and damage seperately. A fighter may land only one punch but do a lot of damage, or he may land many punches and do little damage.
Amongst the punches he lands, a certain number will be "power punches" and "rights", whereas the rest will be "jabs". His POW each round effects how many of each he attempts, and power punches and rights impress the judges slightly more than jabs.
Next, each fighter will lose an amount of endurance points due to "fatigue" he incurs from throwing punches. His "fatigue" for the round is equal to his AGG plus half his POW, with half his CON subtracted, so that it is possible to take no fatigue. While normally the effects of fatigue are not felt until the next round, fighters who take an extreme amount of fatigue in a round may see if effect them in the current round. Fighters with at least 10 conditioning will rarely be effected by this. Also, a heavyweight will lose .1 fatigue points for every pound his minimum safe weight is over 200.
Now the round is over for the fighters. If neither fighter was KO'd, TKO'd, DQ'd, or threw in the towel in that round, the three ringside judges will score it. First, a fighter who stuns his opponent (or stuns him more than he is stunned) will automatically win the round (a knockdown counts as 2 stuns). If neither fighter is stunned or the stuns are equal, they will look at punches landed. Jabs are worth 1 point, power punches worth 2, and rights worth 1.5. The fighter with the most points will win the round, although close rounds may be deemed a tie or be decided by who did the most damage.
The fighter who won the round will be awarded 10 points. The fighter who loses the round will be given 7-9 points. 9 points are most common, 7 or 8 may be given if the fighter was stunned or knocked down or extremely outpunched. Each judge may see the fight a little differently, they are not perfectly accurate. For example: A close round may go down as a tie on one judges scorecard, and a 10-9 for one fighter on two others. After the judges score the round, points that were deducted for cheating or clinching that round will be deducted.
Before it goes on to the next round, the computer subtracts all the endurance points lost in the previous round (through damage, fatigue, injury, etc.) from their total, then adds 10% of what they have lost to that point to account for resting between rounds. In addition, if a fighter used less than 20 of his energy points that round (described in Intro to Fight Plans), he gains an additional 2% of his lost endurance for each point not used. It then goes through the entire process again to calculate the next round. If a fighter has 0 endurance points left he loses by TKO.
Remember, that a fighter's "effective stats" are computed EACH ROUND based on his actual stats, so bonuses do not carry over round to round.
Each fight is planned for a certain number of rounds (usually 12). If at the end of the last round neither fighter has won by KO, TKO, DQ, or opponent throwing in the towel, it goes to the judges scorecards. Remember, each judge sees each round slightly differently, so they will not always agree on the scores if there were close rounds. The total score for each round is added up, and if a fighter has more points than his opponents on at least 2 of the 3 judge's scorecards, he is the winner. If neither fighter wins at least 2 judges, the fight is a "draw".
Remember that the computer keeps a running total of the "base damage" taken each round of the fight. At the end of the fight, each fighter will receive a certain number of "injury points" or IP's from the fight, based on the base damage he recieved and his chin. It is possible to take 0 injury points. A KO'd fighter will also take 25 points automatically. These are added to the fighter permanently. Also remember that whatever style you used, your fighters actual stats will return to normal (with some exceptions, outlined in "Basic Career Management" or the help files).
Thank you for taking Introduction to the Fight Simulator.