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ThePh33P
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So this is the next skill I'm working on with testing I'll publish my results on here and testing methods

NoSnap Soulis 27 SR
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Reaction Time

7
8
7
9
8
8
9
8
7
10
8
7
8
7
7
8
8
8
7
7

AVG. 7.8

Snappy Soulis 100 SR
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Reaction Time

7
9
6
5
8
8
6
7
7
9
7
7
5
8
6
7
7
8
6
9

AVG. 7.1

From skill level 27 to 100 represents a 9% quicker reaction to the snap which is not very promising
Edited by ThePh33P on Apr 22, 2020 19:51:59
Edited by ThePh33P on Apr 22, 2020 19:51:35
 
Bretto007
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What position?
 
ThePh33P
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TE
 
Raid
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I think TE suffers from being scripted on a lot of their running plays, try comparing his passing snaps only - and try this at a position like DT as well, you'll see a stronger correlation there.

I've never done testing on it though, so that's just my 2¢ from what things look like.
 
ThePh33P
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I'm going to rerun it again with WR and see how that lands
 
vipermaw82
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Out of curiosity that 9 percent is it getting the guy to his block faster than the competion? Does it matter position to position on its effects?
 
ThePh33P
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from his starting position to standing
 
atlbruce
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I agree with Raid. SR is probably far more significant for o-line, d-line, and blitzing LBs. I would never waste it on any other position. But I am enjoying your experiments, and learning from them.
Edited by atlbruce on Apr 23, 2020 12:07:21
 
Corndog
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I mean, there's a lot of factors here. Distance from the ball, type of snap, and energy levels (penalties are percentage based, which hits higher skills harder).

In theory, a perfect 100 roll, on a typical WR play, would be a 2 tick reaction. A critical failure of 0 would be 8 ticks. Of course, rolling perfectly either way is uncommon, and then other factors will modify that further.
 
Corndog
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Though Bort and I are currently talking about doubling the range, but the extra time instead going towards a "dazed" timer that lowers skills for a brief time.

Basically, if you make the range itself too disparate then players look broken standing for too long. Let's say the current system has a range from 5 to 10 ticks. The new system would have a range from 5 to 15 ticks, but players would always react at 10, but with a penalty for any number of ticks that would be over 10.
Edited by Corndog on Apr 23, 2020 18:19:50
 
Bengals4ever
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This is a big question i have. Thank you for testing. Greatly looking forward to results.
 
ThePh33P
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WR 26 Snap
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9
9
8
10
9
9
9
8
9
9
10
9
9
10
9
8
9
10
10
9

AVG. 9.1

WR 97 Snap
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8
10
9
6
10
6
7
10
10
7
9
8
6
10
9
6
10
9
8
5

AVG. 8.15

With the WR we have a lot more variance every sub 6 play was a run so taking those out it looks like snap reaction has a very limited effect on passing plays for WR. However i have noticed increases to targets for higher Snap reaction. Overall its not looking good for this skill as a main investment on a skill posistion.

@Corndog instead of punishing players who dont invest in snap reaction what about rewarding a player who does? how about a function similar to first step but not as powerful. small boost to sprint/quickness and other relevent stats. maybe have a text pop-up that says "Perfect Timing" "Snap Timed".

Either way i'm going to test the lines in the same way
 
rackhound
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Originally posted by atlbruce
I agree with Raid. SR is probably far more significant for o-line, d-line, and blitzing LBs. I would never waste it on any other position. But I am enjoying your experiments, and learning from them.


I used to invest a lot into this for those positions and now I invest little to none and I haven't seen much if any difference.
 
ThePh33P
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Of all the stats tested drop pack power was the least useful and most expensive even with 90+ cond 50+ balance and 90+ drop back power i never broke a sack. I 100% believe this skill is disabled for balance reasons
 
o The Boss x
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Originally posted by ThePh33P
Of all the stats tested drop pack power was the least useful and most expensive even with 90+ cond 50+ balance and 90+ drop back power i never broke a sack. I 100% believe this skill is disabled for balance reasons


DL PDs have been disabled for a while now too, can't remember the last time I've seen a PD from a lineman that isn't from them jumping. The jump PDs (not that they are even frequent anyway) might actually be attributed to blitz aware letting them know that the ball has been thrown and play knowledge taking over for awareness.
 
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