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Forum > Suggestions > First Step Activation Buff
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ThePh33P
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any chance we could get a buff to first step its comically low right now

https://glb2.warriorgeneral.com/game/player/352631

testing on a pickup player

Games: 4

First step activations : 5

Number of plays : 233

real world chance : 2.14%
Edited by ThePh33P on Jun 26, 2021 22:37:34
Edited by ThePh33P on Jun 26, 2021 21:46:49
Edited by ThePh33P on Jun 26, 2021 21:42:42
Edited by ThePh33P on Jun 26, 2021 20:38:40
Edited by ThePh33P on Jun 26, 2021 19:45:00
 
Cybertron
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Where do you get 14 times? By my calculations, it should have fired 8 times. But yeah...still should have fired some.
 
ThePh33P
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Originally posted by Cybertron
Where do you get 14 times? By my calculations, it should have fired 8 times. But yeah...still should have fired some.


30% chance 47 plays 47*.3 = 14.1
 
Raid
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Originally posted by ThePh33P
30% chance 47 plays 47*.3 = 14.1


up to*
 
ThePh33P
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Originally posted by Raid
up to*


assuming that chance is based off 100/100 in the skill its powered by it would be a 60% of 30% it would be 18% or 8ish as cyber said. even still its a sub 1% rate currently
 
Cybertron
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47 x .3 x .6 = 8.46

Correct...it still should have fired some.
Edited by Cybertron on Jun 26, 2021 21:14:47
 
Raid
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Originally posted by ThePh33P
assuming that chance is based off 100/100 in the skill its powered by it would be a 60% of 30% it would be 18% or 8ish as cyber said. even still its a sub 1% rate currently


That's absolutely true, was just mentioning that it's probably not right to assume a full 30% as target.
 
ThePh33P
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Originally posted by Raid
That's absolutely true, was just mentioning that it's probably not right to assume a full 30% as target.


since learning about the base stats i know sprinting is 125 base + sprint amount. I've tended to shy away from using the stats as a percentile measure. for most things chance to fire is significantly less than the advertised amount and for some things significantly more, Tunnel Vision and Mr. Reliable fire at a much higher rate than listen because they are Tick based abilities having an opportunity to fire on each game tick that the condition is met.



 
Raid
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Originally posted by ThePh33P
since learning about the base stats i know sprinting is 125 base + sprint amount. I've tended to shy away from using the stats as a percentile measure. for most things chance to fire is significantly less than the advertised amount and for some things significantly more, Tunnel Vision and Mr. Reliable fire at a much higher rate than listen because they are Tick based abilities having an opportunity to fire on each game tick that the condition is met.





We don't know that all stats function that way, in fact it's unlikely. Corndog said the reason for that arbitrary number added was the way speed was done in the game the values seemed to work best with 125 tacked on to sprint. There is no reason to assume that any other skill has that same kind of bottom end value. There's a chance some others do, we don't know anything beyond that one little slice of info and why they even did it.
Edited by Raid on Jun 26, 2021 21:45:18
Edited by Raid on Jun 26, 2021 21:45:03
 
ThePh33P
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Originally posted by Raid
We don't know that all stats function that way, in fact it's unlikely. Corndog said the reason for that arbitrary number added was the way speed was done in the game the values seemed to work best with 125 tacked on to sprint. There is no reason to assume that any other skill has that same kind of bottom end value. There's a chance some others do, we don't know anything beyond that one little slice of info and why they even did it.


oh i wouldn't be so sure about that. I would say in my testing most locomotive skills have a base value. I would go further to say that individual positions have different base values in respect to other positions. IE a Safety has more base Power Tackling than a CB.
 
Raid
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Originally posted by ThePh33P
oh i wouldn't be so sure about that. I would say in my testing most locomotive skills have a base value. I would go further to say that individual positions have different base values in respect to other positions. IE a Safety has more base Power Tackling than a CB.


How would you even go about testing that?
 
ThePh33P
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Originally posted by Raid
How would you even go about testing that?


for CB and Safety its pretty easy build two players with as much power tackling as possible equal on both. account for the differences in Tackle amounts and average the FFUM accordingly with at least 100 games played.

For locomotion i would point to 2019 draining balance bug and the prior inverted balance bug as well as surefooted profound effect on acceleration and lateral movement.
Edited by ThePh33P on Jun 26, 2021 22:29:07
 
Raid
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Originally posted by ThePh33P
for CB and Safety its pretty easy build two players with as much power tackling as possible equal on both. account for the differences in Tackle amounts and average the FFUM accordingly with at least 100 games played.

For locomotion i would point to 2019 draining balance bug and the prior inverted balance bug as well as surefooted profound effect on acceleration and lateral movement.


I'd say that's an inherently biased test as CBs make a lot of tackles right off defending a pass where they have no momentum built up, and SS make many less of that type and many more of the type where they get to build up a head of steam.

Also, SS gets to line up those kind of hits on receivers a lot of times because of their positioning. CBs when they do get the opportunity to lay the wood will almost always be doing so against a HB who is a lot less likely to fumble.

Add in that SS blitz plays do get called from time to time...
Edited by Raid on Jun 26, 2021 22:41:31
Edited by Raid on Jun 26, 2021 22:40:31
Edited by Raid on Jun 26, 2021 22:39:31
Edited by Raid on Jun 26, 2021 22:38:49
Edited by Raid on Jun 26, 2021 22:38:33
 
Raid
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As for the balance bug thing, CD said we have a hidden 3rd bar like we have the stamina and morale bars, this one doesn't degrade over time but is the level of 'balance' the player has and if it reaches 0 the player just goes down. Everything taxes balance, more balance skill makes the drains less dramatic and speeds recovery - which is pretty quick already apparently from what CD thinks. If your player gets drained too much from huge moves that he doesn't have the balance to pull off he can get drained to a lower state and - this part is my opinion as CD hasn't said specifically - but that in the same way that lower stamina and morale can physically lower some stats - lower balance can lower acceleration.

This is why surefooted can seem like a boost, because the moves we were seeing before were draining our backs of too much balance. This is also why the boost is much less effective on players with high balance - but that doesn't mean the skill isn't useful for high balance players, especially depending on their role and maybe running style
 
ThePh33P
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Originally posted by Raid
I'd say that's an inherently biased test as CBs make a lot of tackles right off defending a pass where they have no momentum built up, and SS make many less of that type and many more of the type where they get to build up a head of steam.

Also, SS gets to line up those kind of hits on receivers a lot of times because of their positioning. CBs when they do get the opportunity to lay the wood will almost always be doing so against a HB who is a lot less likely to fumble.

Add in that SS blitz plays do get called from time to time...


Try playing FS at CB and you'll see more KL and FFUM you'll also give up tons of yards and not be able to defend the pass or run properly because the of penalty lol
 
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