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Aeir
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Oh yeah, forgot that part...so lets say I blitz 50%, there's 7-8 times a game...

So to be hit with 3 in a row, on plays number 2,3 & 4...that's just extremely unlucky.
Edited by Aeir on Sep 3, 2014 14:36:23
Edited by Aeir on Sep 3, 2014 14:35:54
 
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Originally posted by Galithor
I'm fairly certain the fire chance is modified by something we can't see. There's no way it even remotely approaches 50%, even against a 13 toughness QB.

It'd be unbelievably overpowered though if it did fire as often as the description would indicate.


It is modified by Intimidation. The activation chance is "up to %50". Meaning the Intimidation skill impacts how much up to %50.

EX: Intimidation = 40; then the LB has a %40 chance to activate TT. Intimidation 70 = %50 chance.

This is my guess though.
 
Galithor
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Originally posted by Aeir
Oh yeah, forgot that part...so lets say I blitz 50%, there's 7-8 times a game...

So to be hit with 3 in a row, that's just extremely unlucky.


I've seen Gold Trash Talkers blitz every single down for an entire game and not get it to fire once the whole game.

Folks have guessed that toughness is the reason for that, but who knows?

the description would indicate that toughness would reduce the morale loss, so you'd think you'd still see it fire, and just not hurt so bad. But maybe it really just directly impacts the chance to fire.

If you assume that you need 100 intimidation to get the full 50% chance to fire at Gold, maybe the formula in the code looks something like:

Chance to Fire = .5 x (Intimidation.You - Toughness.QB).

So if a QB had 40 toughness, with 100 intimidation on the LB, you'd only be looking at a 30% chance to fire. With 50 intimidation, you'd be looking at a 5% chance to fire. If you had less intimidation than the QB, you simply couldn't get it to fire.

And then, it might work that toughness does reduce the morale loss after that point too anyhow. So not only would it be rarer against a high toughness QB, but weaker too.

All just guessing though really.
Edited by Galithor on Sep 3, 2014 14:51:48
Edited by Galithor on Sep 3, 2014 14:51:22
 
Galithor
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Another issue that's curious is how it causes 27 morale damage. In the first example, Zero Cool goes from 100 to 73 morale at the start of the next play following a first down that just replenished him back up to that 100 level.
Edited by Galithor on Sep 3, 2014 14:54:05
Edited by Galithor on Sep 3, 2014 14:53:34
 
Aeir
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Originally posted by Galithor
I've seen Gold Trash Talkers blitz every single down for an entire game and not get it to fire once the whole game.


Any idea where about what the Intimidation skill was when they did that?

Originally posted by Galithor
If you assume that you need 100 intimidation to get the full 50% chance to fire at Gold, maybe the formula in the code looks something like:

Chance to Fire = .5 x (Intimidation.You - Toughness.QB).

So if a QB had 40 toughness, with 100 intimidation, you'd only be looking at a 30% chance to fire. With 50 intimidation, you'd be looking at a 3.3% chance to fire. If you had less intimidation than the QB, you simply couldn't get it to fire.


Or could it just be a % chance up to 50% to fire based on Intimidation, and the Toughness roll resists the success and therefor just doesn't show? (basically it only shows if it succeeds and is not resisted?)

 
Galithor
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Nope, you could ask Tdiddy from Harrisonburg. He specifically complained that it wasn't working against Air Raid last time we played them.

If you can answer your second question, you'll know more about how SAs work than anyone but the developers.
 
Aeir
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Originally posted by Galithor
Another issue that's curious is how it causes 27 morale damage. In the first example, Zero Cool goes from 100 to 73 morale at the start of the next play following a first down that just replenished him back up to that 100 level.


Perhaps it is based on the difference of the 2?

Morale loss = ((Intimidation_Skill.LB - Toughness_Skill.QB)/3) (or something like that).
 
Galithor
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Originally posted by Aeir
Perhaps it is based on the difference of the 2?

Morale loss = ((Intimidation_Skill.LB - Toughness_Skill.QB)/3) (or something like that).


But then what's the point of stating a number in the description that says how much damage it can cause, if it can cause considerably more than that number?
 
Aeir
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I'm not saying you're wrong at all, but there has to be something added to it, or its a bug.

Since 15x4 is only 60, and he wasn't sacked at all...and even had a first down in there... he should be sitting at 40, minimum.

Edit:math is hard
Edited by Aeir on Sep 3, 2014 15:08:17
 
Mezirah
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Originally posted by Galithor
I'm fairly certain the fire chance is modified by something we can't see. There's no way it even remotely approaches 50%, even against a 13 toughness QB.

It'd be unbelievably overpowered though if it did fire as often as the description would indicate.


When it says Up to 50%, and powered by intimidation, I thought we all kind of agreed un-officially initimidation would be the % chance, and the SA 'up to' stat would just be the max possible.

1st step certainly doesn't fire as often as it says, because not everyone has 100 quickness. On a pass rusher with silver or gold you can count the times 1st step fires off the snap in one hand.

 
Galithor
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Originally posted by Mezirah
When it says Up to 50%, and powered by intimidation, I thought we all kind of agreed un-officially initimidation would be the % chance, and the SA 'up to' stat would just be the max possible.

1st step certainly doesn't fire as often as it says, because not everyone has 100 quickness. On a pass rusher with silver or gold you can count the times 1st step fires off the snap in one hand.



I do agree with that, just saying I don't see how it's possible it works that way on Trash Talk.

So you'd say that the once or twice a game it typically fires is totally in line with a direct relationship with intimidation? Cause I'm thinking most LBs golding this have considerably more than 20ish intimidation.
 
Aeir
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That's the way I assumed it was... Up to 50% should be based on 0-100 intimidation. 0=0% 100=50%.

It just seems as though a big difference in Intim to Toughness causes much more than the 15 in the description. I'm trying to figure out how the math works, because as far as I'm concerned, your QB should have been at no less than 40.

Going to watch the game now to see if I can figure out exactly what happened.
 
Time Trial
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Originally posted by Mezirah
Well ya obviously. if you wanna be picky about it, you also left off intimidation from hurries.

Those I could kind of care less about. I built 25 toughness to kind of handle those small rare moments. I wasn't prepared to have my QB's 100% morale raped in 4 snaps. I guess I am now though. I don't like the currently system, it should be more balanced.


Toughness is also a very cheap skill, it isn't like you had to get 40 or more sprinting.
 
Time Trial
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Originally posted by Mezirah
When it says Up to 50%, and powered by intimidation, I thought we all kind of agreed un-officially initimidation would be the % chance, and the SA 'up to' stat would just be the max possible.


Lol no.

It is more like, if the skill has a 50% chance to fire and is powered by a skill, you need to achieve a roll based on that skill. So even though that punter intimidation SA has a 60% to fire, I see it on less than 30% of plays in some games because the intimidation skill is only 40.

It would be something like .6 x .4 = 24% of plays. But because it is a roll, you will sometimes see it activate on 3 punts in a row.
 
Aeir
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Play #1: Starts at 100 Morale. Trash Talk - gold from [Harvey Specter] drops Morale to 73 (Loss of 27). Result of play is an incomplete pass. Ends play at 73 Morale.

Play #2: Starts at 73 Morale. Trash Talk - gold from [Harvey Specter] drops Morale to 43 (Loss of 30). Result of play is a 10 yard pass play, first down. Ends play at 49 Morale.

Play #3: Starts at 52 Morale. No Trash Talk. Result of play is 5 yard run. Ends play at 53 Morale.

Play #4: Starts at 53 Morale. Trash Talk - gold from [Harvey Specter] drops Morale to 26 (Loss of 27). Result of play is 2 yard run. Ends play at 26 Morale.

If the plays hit for the listed amount, his QB should be around 65 Morale. So there is definitely more factors in the Morale hit (or as mentioned, it's a bug)
 
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