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Finisher Cost Breakdown

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Finisher Cost Breakdown Empty Finisher Cost Breakdown

Post  Ubie Mon Mar 01, 2010 7:39 pm

Ok, I have begun the process of tweaking finishers. After study of the finishers made and their impact on the system, I have tweaked the creation system as thus:

We start with 2000 points.

The key components of the move weigh heavily in the cost:

Min Dam
Max Dam
Quickness
Attack Bonus

The formula for the base cost of the move is:
(MinDam ^ 2 * 10) + (Max Dam ^ 2 * 5) + (Quickness ^ 2) + (AB ^ 2)

Since we're using the square of these components, the cost gets more on a curve, so the really big moves cost a ton.

The modifiers then multiply the cost, thus encouraging only one modifier without locking someone into it. Also, since submission leads to a lot more damage, it multiplies the cost twice. So, the overall formula (without the position modifiers) is:

(MinDam ^ 2 * 10) + (Max Dam ^ 2 * 5) + (Quickness ^ 2) + (AB ^ 2) = Sub Total

if Bleed Bonus: Sub Total * Bleed = Sub Total
if Submission: Sub Total * Injury Bonus * 2 = Sub Total
if Pin Bonus: Sub Total * Pin Bonus = Sub Total

After that you add in:

Blockdamage * 5
Dodgedamage * -10

Then you add in the position modifiers and you have your total.

This is currently live. Anyone wanting to test this can press the "Reset Finishers" button that will be in your finisher list page. This will clear your finishers and refund you the cost of those finishers. It should be live shortly.
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Finisher Cost Breakdown Empty Re: Finisher Cost Breakdown

Post  Glide Mon Mar 01, 2010 9:45 pm

I'd like to try this out, but need to clarify: will it refund its worth by this formula, or refund what I actually paid for it? As in my case, I bought for 5k and it's now as good as a new 13k finisher, so I would just keep it if I could only get 5k for it.

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Post  Serenity Fri Mar 05, 2010 1:42 pm

I don't know if this is correct or not, but I made a finisher with a insane amount of AB and Injury Bonus since it doesn't seem like the modifiers are working on these. From the formula, you shouldn't be able to add a ton, but I put like 300 on one finisher to see along with like 150 AB.

*if I'm just having a blonde moment and this isn't actually live yet, ignore this post Wink

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Finisher Cost Breakdown Empty Re: Finisher Cost Breakdown

Post  Ubie Fri Mar 05, 2010 4:04 pm

Can you get me the exact values you put for everything? 200 quickness and 150 ab would come to 62500 raw cost, which would be 6250 momentum and 625000UWD before you add in any other factor.

Edit: Never mind I found it. Stupid mistake on my part. Should be working as intended.

And after discovering this, I have revised the formula again:

Min ^ 2 + (Max ^ 2)/2 + (Quick ^ 2)/2 + (AB ^ 2)/2

This is leading to finishers in the neighborhood that I was looking for. PLEASE CONTINUE TO TEST!
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Post  Serenity Fri Mar 05, 2010 10:55 pm

Just to make sure I'm reading correctly. I went to validate a finisher for lowest possible values so:
Basic Move:
Stunned: - 200
Min Damage: 1 (won't let you go lower)
Max Damage: 1 (same as above)

Zeroes on all modifiers

Successful Move:
Grounded: - 200

Move Dodged: Stunned - 200
(zero on modifier)

Move Block: Standing - 200
(zero on modifier)

And the cost came to 12015. I'm horrible at math unless it's pharm math so, my question is this right?

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Finisher Cost Breakdown Empty Re: Finisher Cost Breakdown

Post  Ubie Sat Mar 06, 2010 4:24 am

That's technically not the lowest you can make a finisher. Put the dodge at 100%.

That results in a finisher that has a momentum of 2 and a cost of approx 2k UWD.

With that in mind, I've also removed the initial 2000 points allowing you to create a 1 momentum cost 100UWD finisher if you have everything as low as it can go. (and also a little higher too)
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Finisher Cost Breakdown Empty Re: Finisher Cost Breakdown

Post  Ubie Sat Mar 06, 2010 4:52 am

Here is a comparative analysis of finisher cost system vs the cost system for normal moves on moves that require at least 20 attributes to obtain. The finisher cost system is generally lower than the others but is still close, with the exception of the upper end submissions. Not sure how to balance those out, as submissions are so powerful that sub finishers have to start very weak.

Realize that I want finishers to cost more than their normal move counter parts because moves do not gain power over time, where as finishers will get stronger, so this means I still have a lot of tweaking before I'm done.

Move Name Finisher Cost Move Cost Differnce
Split Legged Moonsault on Ropes 15 36 -21
Chokeslam 12 45 -33
Powerbomb 10 24 -14
Piledriver 25 36 -11
Arm Wrench Short Clothesline 12 27 -15
Tigerbomb 12 36 -24
Swanton Bomb 14 45 -31
Super Kick 90 77 13
Senton Splash 16 45 -29
Kicking Combination 18 36 -18
Twist Of Fate 22 77 -55
Enziguri 17 36 -19
Standing Moonsault 16 77 -61
Springboard Moonsault 14 54 -40
Shining Wizard 75 63 12
Firemans Carry to Fallout Slam 19 77 -58
Spear 18 54 -36
Running Swinging Neckbreaker 12 24 -12
Electric Chair Drop 12 36 -24
Powerbomb to Facebuster 95 54 41
Rib Breaker 11 36 -25
Jawbreaker 17 36 -19
Jumping Cutter 90 54 36
Spinning Back Kick 20 36 -16
Head Scissor Takedown 16 27 -11
Springboard Crossbody 112 36 76
Flapjack 26 36 -10
Belly to Belly Flip Suplex 14 36 -22
Belly to Belly Spin Suplex 14 31 -17
Overhead Belly to Belly Suplex 13 27 -14
Jump Spinning DDT 49 27 22
Double Ear Slap 21 27 -6
Double Arm DDT 51 54 -3
Sitdown Choke Bomb 13 36 -23
Falcon Arrow 66 54 12
Fire Thunder Driver 36 45 -9
Fisherman Brainbuster 11 27 -16
Fisherman Suplex 50 42 8
Front Face Piledriver 11 36 -25
Alabama Slam 22 77 -55
Hurricanrana Pin 87 30 57
Northern Lights Suplex Pin 110 54 56
Standing Powerbomb Pin 93 54 39
Triple Powerbomb Pin 110 54 56
Powerbomb Bridge Pin 95 45 50
Sitting Powerbomb Pin 96 45 51
Gutwrench Powerbomb 18 90 -72
Gutwrench Powerbomb Pin 113 54 59
Fall Forward Gutwrench Powerbomb 13 27 -14
Fall Forward Powerbomb 15 45 -30
Running Powerbomb Pin 96 45 51
Jackknife Powerbomb 20 77 -57
Crucifix Powerbomb 20 74 -54
Ankle lock 156 77 79
Full Nelson 152 45 107
Shoulder Claw 65 24 41
Bearhug 85 27 58
Mandible Claw 105 54 51
Dominator 18 77 -59
Downward Spiral 11 31 -20
Emerald Fusion 74 77 -3
Leg Drop Facebuster 21 77 -56
Flipping Armbar 51 36 15
Firemans Carry to Cutter 15 54 -39
Double Underhook Facebuster 44 77 -33
Uranage 9 45 -36
Front Russian Legsweep 42 54 -12
Hangmans DDT 13 45 -32
Elevated DDT 49 36 13
Float Over Suplex 96 39 57
Double Powerbomb 18 51 -33
Lifting Powerbomb 17 77 -60
Shooting Star Press 17 54 -37
Single Leg Crab 69 45 24
Olympic Slam 18 77 -59
Pepsi Twist 12 36 -24
Scoop Reverse DDT 19 77 -58
Running Crossbody 8 33 -25
Crossface 183 54 129
Sitdown Inverted Suplex 13 75 -62
Frog Splash 94 54 40
Multiple German Suplexes 21 77 -56
Spinning Heel Kick 8 27 -19
Figure Four Leg Lock 147 45 102
Flip Up DDT 40 27 13
Bicycle Kick 25 45 -20
T-Bone Suplex 12 36 -24
Northern Lights Driver 15 54 -39
Full Nelson Facebuster 10 45 -35
Spinning Falcon Driver 18 77 -59
Tombstone Piledriver 19 77 -58
Sitting Facebuster 46 45 1
Tiger Bomb Pin 84 36 48
Dragon Sleeper 71 31 40
450 Splash 79 42 37
Leaping Reverse STO 10 66 -56
Diving Forearm Smash 14 45 -31
Bow and Arrow Lock 64 36 28
Running Backbreaker 7 27 -20
Running Big Boot 27 54 -27
Falling Backbreaker 10 27 -17
Argentine Backbreaker Drop 13 45 -32
Blue Thunder Pin 83 36 47
Impaler 78 77 1
Flying Moonsault 211 54 157
10 Punch 88 27 61
Muscle Buster 13 54 -41
Front Low Blow 11 22 -11
Dragonrana 77 45 32
Flying Clothesline 19 45 -26
Stalking Spear 23 77 -54
Cobra Clutch Suplex 14 36 -22
Multiple Headpounds 53 45 8
Corner Big Boot 10 27 -17
Triple Jump Moonsault 110 77 33
Boston Crab 95 54 41
Sharpshooter 130 77 53
Texas Cloverleaf 81 45 36
Half Nelson 74 45 29
Butt Drop 11 48 -37
Double Underhook Piledriver 12 45 -33
Firemans Carry to Spinout Facebuster 102 63 39
Overhead Half Crab 94 45 49
Torture Rack 64 42 22
Military Press Slam 14 48 -34
Springboard Dropkick 13 45 -32
Running Dropkick 9 31 -22
Springboard Clothesline 15 54 -39
Claw Hold 70 36 34
German Suplex with Bridge 146 54 92
Split Legged Moonsault on Turnbuckle 19 45 -26
Elbow Smash 85 36 49
Spinning European Uppercut 59 24 35
Basement Dropkick 20 24 -4
Diving Headbutt 6 24 -18
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Finisher Cost Breakdown Empty Re: Finisher Cost Breakdown

Post  Serenity Sat Mar 06, 2010 1:36 pm

Ubie wrote:

Realize that I want finishers to cost more than their normal move counter parts because moves do not gain power over time, where as finishers will get stronger, so this means I still have a lot of tweaking before I'm done.

This made so much sense now why it seems a little weird for finishers to start off so incredibly weak Smile

Although now re-looking back at it, it made me realize I didn't know the difference between block and dodge until you talked about the 100% which also had a hand in my confusion.

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