Mohamedegy |
14天前How can we determine the value of the player's impact on the style of play and what elements affect this influence negatively or positively?
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wildzap |
14天前When you choose a style of play, the information is displayed below, along with the impact of each player. You can see which characteristics requiring 'overtraining' are to be favoured for each style.
The positive impact you have in your chosen style is therefore negative for your opponent, and vice versa.
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Mohamedegy |
14天前wildzap: Quand tu choisis un style de jeu, les infos s'affichent ensuite en dessous ainsi que l'impact de chaque joueurs. Tu vois quelle caractéristique nécessitant un "surentrainement" est à privilégier pour chaque style.
L'impact positif que tu as dans le style choisi est donc négatif pour l'adversaire et vice-versa.
I didn't mean what you understood. For example, I want to buy a player at auction for the "counter-attacking" style of play, so I need to know his impact to decide whether I want to buy him or not. For example: your player S. Youn, when he plays "take the lane", his impact in the counter-attacking style is -0.6.
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Andre Malles |
14天前If the stat doesn't impact the overall rating given the instructions / position, bonus gained should be calculated by stat level - 1 times (*) 0.657, I think (highest bonus is 64.4 for stat of 99, so 64.4 divided by 98 is approximately 0.657). I'm not that sure about this, and don't really fee like testing, but that's my opinion.
When the stat impacts overall rating, it probably has to do with the best point distribution for highest overall rating and the difference between that and the distribution, but I've never bothered with that. I have two central defenders with passing 99, but when instructed to participate in build-up, one gives slightly higher bonus (42.1) than the other (41.7) for short passing style.
Mohamedegy |
13天前Andre Malles: If the stat doesn't impact the overall rating given the instructions / position, bonus gained should be calculated by stat level - 1 times (*) 0.657, I think (highest bonus is 64.4 for stat of 99, so 64.4 divided by 98 is approximately 0.657). I'm not that sure about this, and don't really fee like testing, but that's my opinion.
When the stat impacts overall rating, it probably has to do with the best point distribution for highest overall rating and the difference between that and the distribu
Nice point of view, yes I agree with you on the instructions and the position but you forgot the skills and the effect differs if any of them differ because they are linked together, from my point of view the relationship between the style the player was trained on is inverse with the effect, for example you have a DC player who was trained on the style of participating in construction according to the best distribution of points his effect will be negative even though the passing skill is only trained in participating in construction so its value is negative but if we look at normal and mountain in stages that stopped not trained with the passing skill the effect value will be positive and equal in value due to the style reward but I think that the highest effect for the player is approximately 49.5 and the reason that one of your DC players is superior to the other even though they have the same value of the passing skill which is 99 is that one of the players was trained on the skills of defense, tackles and power more than the other because these skills reduce the player’s effect for short passes
Teddy |
13天前The game first determines the player's overall rating based on the template linked to their individual instructions.
After calculating the overall rating, any remaining points from stats not used by the template, or overflow points, are then distributed as follows:
If the manager uses a style, the points are added as a bonus to that style at approximately 0.64 style points per point.
If the opponent uses a style that your template leaves points vulnerable to, those points are used against him at approximately 0.5 style points per point.
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Mohamedegy |
13天前Teddy: The game first determines the player's overall rating based on the template linked to their individual instructions.
After calculating the overall rating, any remaining points from stats not used by the template, or overflow points, are then distributed as follows:If the manager uses a style, the points are added as a bonus to that style at approximately 0.64 points style per point.
If the opponent uses a style that your template leaves points vulnerable to, those points are used against
I am talking about knowing the effect of the player’s instructions for a specific style, not the effect of the style on the statistics during the match. For example, you have a match and you play with a short-pass style and the effect of the style is +50, so your midfield statistics increase by 50 points and the opponent’s midfield statistics decrease by 50 points. What I am looking to know is knowing the value of the effect that the player will give when using a style. For example, you have a DL player M. Potter when you change his instructions to take the wing to a counter-attack style, this player will give an effect of -15 to be added to the total effect of the style.
So what I want to know is how did this value (-15) come to your player? I currently know how this value came to the Dl position for the Take the wing instructions for the counter attack style only.
Teddy |
13天前In this case, the change in instructions leads to a decrease in your player's overall rating. However, you gain short-pass style points. These style points impact the overall statistics of your squad, not the player individually.
What you see reflected in the player's rating is their global rating minus the drop due to the loss in physical attributes.
In Potter's case, he drops to a 60 overall rating when set to "Take the wing," but contributes +20 to the short-pass style. So overall, you're getting the equivalent of an 80-rated player, which makes this example not very meaningful.
Does that answer your question?
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Mohamedegy |
12天前Teddy: In this case, the change in instructions leads to a decrease in your player's overall rating. However, you gain short-pass style points. These style points impact the overall statistics of your squad, not the player individually.
What you see reflected in the player’s rating is their global rating minus the drop due to the loss in physical attributes.
In Potter's case, he drops to a 60 overall rating when set to "Take the wing," but contributes +20 to the short-pass style. So overall, you’
So, from what you said, we can conclude that the player's impact value is the player's overall rating minus the drop caused by the loss of physical attributes. In other words, the player's impact value = the player's overall rating - the difference between the overall rating and the rating for the chosen style.
However, this is not correct. Looking at this player
D. De Bie, you’ll see that his impact in short passing is +21.3 in both provoking and Defensive roles https://postimg.cc/XXbkvcnr. But when we look at the difference between his overall rating and the rating in provok or Defense https://postimg.cc/k2LTKmfd , we notice that the difference is not equal to 21.3.
Therefore, this does not match your saying.
And if we assumed your saying was correct, we would find that changing the team style would not change the impact value for the DL position with the "Take the wing" instruction — and that’s also not true.
Based on my analysis of your DL with the "Take the wing" instruction, his impact is -15 in counter-attacks. You can verify this if you want.
Teddy |
12天前I didn't say that.
The game calculates the overall rating (NG) based on the player's individual template (instructions).
For a normal DFL with instructions to take the corridor of 90NG, you have 90 defense, 30 tackle/pass/speed. But if you take the corridor, the template doesn't use the pass, so your NG is affected. A DFL taking the corridor should have 72 in defence and speed and 36 in tackle. Therefore, you are not following the ideal template, so the game significantly lowers your overall rating. However, you gain points in passing, which adds to your team's style: 29 points x 0.65 = approximately 20 style points.
Otherwise, I am sure of what I am saying.
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Mohamedegy |
12天前Teddy: I didn't say that.
The game calculates the overall rating (NG) based on the player's individual template (instructions).
For a normal DFL with instructions to take the corridor of 90NG, you have 90 defense, 30 tackle/pass/speed. But if you take the corridor, the template doesn't use the pass, so your NG is affected. A DFL taking the corridor should have 72 in defense and speed and 36 in tackle. Therefore, you are not following the ideal template, so the game significantly lowers your overall rat
Everything you said is great and logical, but you said 27 points. How did you come up with this number of points? Is 0.65 fixed for all positions, individual instructions, and styles? Is the number of points x 0.65 a fixed rule to know the player’s impact, regardless of the positions, skills, individual instructions, and styles?
Blagoje Vidinic |
12天前Mohamedegy: Everything you said is great and logical, but you said 27 points. How did you come up with this number of points? Is 0.65 fixed for all positions, individual instructions, and styles? Is the number of points x 0.65 a fixed rule to know the player’s impact, regardless of the positions, skills, individual instructions, and styles?
Yes it is... but only with style's skills out of the calculation of the rating.
With skills included in the rating, it's an other calculation... a way more complex.
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Mohamedegy |
12天前Blagoje Vidinic: Yes it is... but only with style's skills out of the calculation of the rating.
With skills included in the rating, it's an other calculation... a way more complex.
It became a bit clear but you didn't explain to me how we came up with the number of points for its importance? For example, I have this player S. Ghaly, how do I calculate the value of his influence when his individual instructions are normal and take the corridor to a style of counter attacks and short passes step by step so that I and the members can benefit from your experience, and I appreciate your effort and Teddy's effort and the efforts of the other members to convey the idea and educate us. Do we need to know the evaluation of the other style to know the value of the influence?
https://postimg.cc/F1QJxggf
Azby |
12天前I'll make my contribution even if I don't necessarily understand what you're getting at (the joys of the language barrier). There will be some repetition with what others already wrote.
The 0.65 number is set by the game master. It has undergone several small successive drops in recent months. To check that this value has not changed, you'll need to do a little calculation based on your player's characteristics.
Easily visible on this player:
His 99 Placement points are useless for a second attacker. They are therefore converted into an offside trap bonus of 64.4 (65/100).
Now a player with no overtraining, but only moved to another position? I'm going to use this MD Attack as an example.
As he's virtually balanced, you can see that he brings me only a marginal bonus in Short Pass style. If it were perfectly balanced, it would be zero bonus.
image](https://i.imgur.com/8UJ2aiD.png)
If I place as an Offensive Midfielder Attack (for example), I'll get a bonus, since the Passes characteristic is not included in the calculation of the overall score for this position and set point.
Now try moving this player to other positions/setpoints to see what happens. For example, as a top striker, normal instruction.
The bonus is even higher, but we've sacrificed more of the player's overall rating.
Now you can have fun taking each position/setpoint and calculating their impact on the field with another setpoint, or even another position/setpoint. If you're at least mathematically inclined, you can skip this step and work out the formulas yourself.
Regarding your very last question, I'm not sure I understood the meaning.
Let's say you're on Short Passes and your opponent is on Counter-Attack. You have a Short Passes bonus of 80 and your opponent has the same in CA. Each of you will have your bonus applied to the area of the field concerned, in the middle for you and on the attack for him. Note that the impact of your playing style is divided 50% in the centre and 25% between the two sides of the pitch.
If you both play Short Passes and you have a bonus of 80 and he has a bonus of 60, you won't give him a malus of 20, but you will have a bonus of 20 over him.
I'm only presenting the empirical methods here. The best thing is to arm yourself with a math book and an Excel spreadsheet. It's a good thing you want to bring this to your Union, and I don't think I'm offending anyone by saying that all D1 Unions have, at the very least, this kind of table.
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