CONTENTS


2.0 help for those who start making contenders
  2.1 advanced scouting
    2.1.1 scouting fighter types and fps
    2.1.2 heavyweights - basic (no losses of AP, only 1 AP gain at a time)
    2.1.3 heavyweights - advanced
    2.1.4 practice fights
  2.2 efficiency
    2.2.1 tactics
    2.2.2 endurance damage
    2.2.3 stun damage
    2.2.4 down side
  2.3 resting
  2.4 fighting overweight & underweight
  2.5 ips
    2.5.1 increasing ips dealt
    2.5.2 reducing ips received
    2.5.3 take ips or the loss?
  2.6 maths and formulas



2.0 help for those who start making contenders
  2.1 advanced scouting


    2.1.1 scouting fighter types and fps

when you start scouting a fighter, you should start by trying to assign a fighter type to him. this will help you assess the fight and the best options for your fighter. keep in mind that some fighters are so poor that they don't really have a type.

to start putting a fighter into a fighter type you need to work out a few things first.
-look at their height and estimate STR/AGL.
-look at their KO wins (if any), have they won by endurance KO or flash KO? adjust STR and KP accordingly (and AGL or build so they are still in the right div).
-to get their speed, simple estimations of both fighters with their exact tactics for one particular round will get you within 1 point of speed normally. sometimes you may scout them to have 25 speed, some randomization has made things a little off. find a different round to scout.
-check KO losses and see if they have been flashed/stunned with high defence, the more often it has happened the lower their chin and/or agility.
-look at the end of their fights to see how tired they are. the more tired they are the lower the CND and/or AGL. a slap fest is the best way to try and determine their CND because opponent damage in negligable making self fatigue the dominant tiring factor.

now that you have guessed a fighter type and refined the stats you should be close to their fighters stats. all you have to do now is apply common sense. make sure that the fighter you have scouted fights the way he should. basically you just have to check that they are doing what they should be in the given situation. you can then extend it to your situation/fighter, and you will know what they are going to do. so if you scout a KP dancer and you see him successfully slug an opponent then you may need to go over your scouting. newbie managers will have strange fighters but you should scout their fp more than their fighter because their fps will be simple or poor.

scouting fps is much more tedious than scouting a fighter. you only need to find one problem with their fp(s) and use it to your advantage. sometimes fighters are using the pre-made fps, make sure you know what they are and how they work. sometimes fighters will open up and slap if they lose early rounds, so win some early rounds then allout them. sometimes fighters will allout once they have lost or if they are down a certain number of points, so look to be using something like 4H/8/8. the ability to spot these things becomes easier as you see it more and more often. top managers rarely have easily identifiable flaws in their fps and their fps change dramatically from fight to fight. the only things that top managers do that could be considered flaws are: they protect their fighters to reduce IPs and they know the best thing to do in any fight - so if you know what is best for their fighter then you know what they are going to do - you just have to stop them from doing it.



    2.1.2 heavyweights - basic (no losses of AP, only 1 AP gain at a time)

this information is pretty much redundant since the widespread use of S/A/B programs that do all the hard work for them. you may find it interesting to see how the veterans used to have to do it.

as i metioned earlier it is possible to view the weights after each fight and obtain extact STR & AGL. how exactly? i'll tell you, it's no secret. i'll show you how i personally used to do it. since then i have written a program that does it all (S/A/B) so you don't really need to know...

1. from their first fight to their last fight, i write down each time the weight changes, and by how much. looks like this perhaps
GAINS    LOSSES

       251
+5   256
       251    -5
+14  265
+13  278
+5   283
       270    -13
       256    -14
       251    -5

i like to put gains and losses on seperate side so it is clearer see. to you, as a person who is now in contenders, this still may not mean a thing to you. but to an experienced scouter, we already can see that he probably has 12 STR and 12 AGL now.
a scout is usually not as easy at that, but i'll explain.

2. you have their weight changes as per above, and you can see there is a large jump in weight (12-16lb usually) as either gain or loss, in this case both. this means usually that AGL or STR is near 10. fighters will usually gain or loss 1-3 pounds depending on how far away that stat is from 10. shown below, is a fighter thats starts with 3 STR and trains up to 14 STR (with no change in AGL).
203
205 +2
208 +3
211 +3
214 +3
218 +4
222 +4
234 +12
246 +12
251 +5
254 +3
258 +4 <- note - 3 then 4 pound gain, this can happen sometimes because weight is rounded. if they had decimals, heavyweight scouting would become an exact science. bewteen mine & dover's tools, it may as well be.

as you can see, 2-4 pounds change most of time, when gains/losses reach 4-6 lbs the stat is 7-9 or 12-14. one pound changes are usually seen when stat is about 20. after a second large gain you can tell he has 11 STR, so you backtrack gains to get his starting STR. put that STR into a calculator (or creation page), and set build and AGL to something that gets his starting weight, and add 1 STR at a time, if you see that weights match exactly, then you should be right. if you use the practice fight page or the fighter creation page there will sometimes be a one pound difference, this is due rounding in the pages that simulator does not use, so its OK. two pounds is not, it means you are wrong, so pick a different AGL & build, till you get it right. generally that will work, but if you notice it doesnt, something else has happened, such a intensive training, injury causing loss of AP, or status bonus AP. this will disussed next.



    2.1.3 heavyweights - advanced

above we examined only 1 AP gain at a time, this is not always the case. often their gains will have an abnormality in it. eg.
GAINS
      228
+3   231
+4   235
+9   244
+13 257
+13 270
+14 284
+14 298

whats going on here then?
this fighter starts with 5 STR & 11 AGL
gains 1 STR
gains 1 STR
gains 2 STR <- +9 pounds - this is a weird gain, usually 1-5 or 10-16, when 9 something is amiss
gains 1 STR
gains 1 STR
losses 1 AGL
losses 1 AGL <- 4 large weight gains, AGL should be 9 and STR 11 after them

NOTE1: a large gain in weight could mean a loss in AGL when near 10.
NOTE2: if a fighter gains (or loses) more that 16lb in a fight, then more than 1 AP is involved. possibly gained 2 STR after last fight or gained a STR and lost an AGL. these are difficult to tell exactly what has happened, fiddling around is only way to tell.
NOTE3: unless it obvious that opponent has large AGL and/or STR, 1 pound change is usually a gain in STR AND AGL.
NOTE4: unless in extreme circumstances a fighter will only lose 1 AP/fight. there is only one way to this- when a fighter losses LOTS of IPs in a fight, its possible to lose two or more APs after the fight. (VERY VERY RARE THOUGH)

SIDENOTE: if a fighter is intensively training for a fight and then he wins and gains status as well, he will just gain the AP he was training for, no losses will occur. even if he gains status and loses ip to damage, stats will remain the same.

    2.1.4 practice fights

some people don't use them and say its a waste of time. depends on how determined you are and how much time you have on your hands. personally, i don't use it that often. i usually use my calculator which gives me enough info to go on.

when you do decide to use them, i like to allow for scouting error.
eg1 - if your a flasher, give them a 1-2 more CHN.
eg2 - if your a slugger, give them a couple more STR or AGL.
see if you can still win, you get the idea though.

i like to set the random seed to 0 so that each fight outcome is different. for a big fight i may i also try a worse case scenario where for every round of the fight my opponent does the perfect compliment to it. eg - i use 6H/11/3 he will use 4B/8/8 to get me on effiency, or if i go 4B/8/8 make him go 5/1/14 to get me only just on points, that sort of thing, because a good manager knows what his opponent is going to do, and is prepared for almost anything you can throw at them.

the simulator is also good for scouting opponents SPD. estimate your opponents stats and tactics in another fight he has had with someone else, and estimate theirs too (theirs won't make to much of a difference since AGL has only a small effect on punch%). simulate the fight and compare the punches landed to that of the fight. if you are only one punch off, that is usually close enough. if you are further than that adjust the SPD and try and get it closer.



  2.2 efficiency

it's all about the efficiency. what do i mean? damage dealt to damage received, if you can deal more and receive less, you will be the one left standing. however, in fights where there will be little damage to be done efficiency doesn't mean a great deal. sluggers and clinchers managers should know about efficiency.

    2.2.1 tactics

tactics usually matter more than stats because managers can scout your fighter more easily that your tactics. most efficient damage ratio is when AGG is 50% of POW, POW = DEF, therefore 4/8/8 is most efficient. the further you vary from this, the more inefficient you become, even 3/6/11 is less efficient, but you take less damage.
allout is very inefficient, look at it like this: 2 * POW, 1/4 * DEF.
so 4/8/8 (allout) is same as 4/16/2 damagewise. ineffiecent. you may say he has 22 energy points, it's his two DEF that kills him. efficiency can be be measured like so: sqrt(AGG) * POW * DEF. this means the allouter gets only 64 while the non-allouter has 128 (the higher the more efficient).
alternatively 4/4/12 (allout) is same as 4/8/3. only 15 energy here - ineffeicient.
however, there is no substitute for sheer damage. NOTE: if you do use allout, make AGG * 2 = POW or only one point off.
eg. 4/8/8, 5/10/5, 6/12/2
but 5/7/8, 4/9/7, 4/11/5, 5/11/4, 6/11/3 are just as effective though, 1 AGG or POW off doesn't make much difference.

the difference between 5/10/5 and 4/11/5 ? very small damage-wise (5/10/5 is only 1.6% more efficient), but 0.5 fatigue difference usually makes me favour 4/11/5 over 5/10/5. this is critical in heavyweights! ive used 2/7/11 and 3/9/8 before to save fatigue. its all about the efficiency!



    2.2.2 endurance damage

say a fighter has 30 AP's to use in STR and AGL and we want endurance damage efficiency. would you use 1 STR or 1 AGL? NO. you already know, or even tried those kind of fighters. they don't work because they are inefficient. endurance efficiency is derived from the damage equation can be measured like so: sqrt(SPD) * STR * AGL. this means STR = AGL = 2 * SPD is most efficient. if you are trying to have an efficient fighter, you should aim to be efficient AFTER SYTLE MODIFICATIONS. it is difficult for styles that increase based upon the advantage of the same stat (ie ring, inside). for example, to effectively use inside you need have the STR advantage. to have more STR it is likely you would have less AGL than STR already. so using inside increases the seperation of STR and AGL. this does not decrease efficiency though because the efficiency formula was sqrt(SPD) * STR * AGL. styles like clinch, that use an advantage in one area (STR) to increase the stats of another (AGL) can be very useful in achieving maximum efficiency. the previous example can use clinch to increase his AGL from his STR and make the values closer. clinching is more efficient when STR > AGL and inside is usually more efficient than clinch when AGL > STR (if you happen to have a STR advantage under those circumstances).



    2.2.3 stun damage

because the stun formula is different for stun damage, the stun efficient fighters are very much different. a fighter stats are most stun efficient when:
SPD is 66% of STR, STR is 35% of CHN, AGL = 1

maximising the stun damage efficiency produces a CRAP fighter that couldn't get a regional title. the only good this fighter could ever do is in an allout region.

maxed KP DOUBLES your STR. CHN is VERY import because it reduces stun damage AND increases the amount of stun damage that is required to get KO'd. as a sidenote, you can absorb a lot more IPs with high CHN. these stats, although perfectly efficient would not be ideal. a 1 AGL fighter would take massive damage and therefore massive IPs, so moving some CHN to AGL would be better. also, you will find that with so many APs invested in CHN, you won't do near enough damage to KO the opponent. this is why you will more often than not, train a flasher with STR > CHN. currently there is a trend to create more efficient flashers with the abundance of KP fighters around. CHN as high as 20 is viable and even common at WT status. as flashers become more and more efficient, room will open up for non KP fighters.
good flasher: 15 STR, 5 KP, 11 SPD, 12 AGL, 15 CHN. use 5H/11!/4 (inside) or 5H/10!/5 (allout)



    2.2.4 down side

the problem is, when an efficient fighter is fighting efficiently there is a good chance he won't be able to deal enough damage! for this reason endurance sluggers resort to a couple more STR than AGL and flashers resort to more STR than CHN. flashers often use allout because they just can't deal enough damage otherwise. sometimes a flasher can use 5H/10/5 (allout) and win no matter what the opponent does. sometimes it doesn't matter what a flasher does he can't win.

any damage-efficient fighter usually can't win early rounds on points because SPD doesn't need to be high to be efficient. many sluggers do use higher SPD for this purpose. this allows them to get an endurance advantage early and get rounds on points later when the opponent is more tired. this is why, at WT level, most fighters are pretty much balanced. it is the balanced guys that have the speed to dance, the strength to slug and the agility to defend. FIGHTERS ARE RARELY 100% EFFICIENT - they become one dimentional (ie. only one way of winning). also, if you have a fully efficient fighter you have to use inefficient tactics to get the damage/points anyway. it is better to have a flexible fighter going efficiently than an efficient fighter trying to be flexible.



  2.3 resting

resting should be used when your fighter gets tired. duh! especially when you are more tired than the opponent. resting in heavyweights is a valuable and vital skill, and when rest is maximised it can make a large difference to a fights outcome. rest comes from unused energy points. RST = 20 - AGG - POW - DEF.

fighters always rest between rounds anyway (gain 10% of lost endurance), but increasing RST will increase that 10% by 2% for every point of RST. so total rest between rounds is (10+2*RST)% of lost endurance. the amount of endurance gained by rest is proportional to the endurance lost, so resting in round 1 is pointless (some exceptions). resting is much more effective when you have endurance to regain, say from 75% endurance, resting has started to become useful. however, if you wait too long to rest it may be too late and your just going to take more IPs. 70% endurance at the end of the fight is not bad though. more often than not, 1/1/8 is the best rest tactic. if the opponent is prone to flashing, more DEF may be required. if the opponent is weak or is prone to dancing lower DEF can be used. i almost always use 1 AGG and 1 POW, my DEF will vary from 6-10 depending on what i think my opponent will do and their potential to hurt me. basically vs dancers use 1/1/6, vs sluggers 1/1/8, vs flashers and clinchers 1/1/10. clinch and outside are usually the best resting styles as ring will cost a point of fatigue. some managers suggest using 2/1/8 (clinch), especially in heavyweights, why? in heavyweights, a division prone to rest, both fighters may rest in the same round, 2/1/8 should give you the round AND if the opponent is using a mere 5 AGG or more, your fighter effectively uses 1/1/8 (clinch) anyway. not such a bad tactic.



  2.4 fighting overweight & underweight

"my fighter is 1lb overweight, should i fight him overweight or change his division?"

this question is contantly asked in forums. my answer is 1lb isn't much and, i, personally would fight him overwight, while many others move them up a division. however, for weights greater than 1lb overweight, i do change their division. the only exeception to this is the cruiserweight division where the larger weights make 1lb overweight make very little difference to lost endurance, and if you did move them up a divison to heavies there is a good chance they would get slaughtered. i don't recommend fighting 5lb overweight, at crusierweight this will cost you 5% endurance and at lower divs like straws, it will cost you 9%. you may think 5% isn't much, but it is; you deal 5% less damage and the opponent will deal 5% more from the start. dancer vs dancer matchups are least effected by this, but it still should be avoided. in the case where your 9 STR cruiser has now got 11 STR and his fighting weight is > 210lbs, there are 3 things you can do. 1) fight in the heavies - you would probably be best getting even more STR to increase weight. 2) fight overweight - better chance at losing doing this. 3) doing option 1 or 2 and INTENSIVELY training for AGL to get back to 190lbs division.

"if my fighter is underweight what will happen to him?"

nothing will happen to him, but his opponent gains bonus STR and CHN though (see rules). apart from that, the only disadvantage is that your opponent knows your EXACT weight, this won't make a big difference vs most managers, but some, like myself, will try and match that weight with a calculator. so this has the potential to give away your STR/AGL/BUILD, especially if you have changed weights while remaining underweight. the up side though, is you fight against taller fighters, this means they have less APs elsewhere. fighting underweight is better than fighting overweight, but it's best to fight in the right division if you can, because fighting in a much lower division will get you killed vs a skilled manager. many straw/fly WT fighters move from straw to superfly getting titles in several divisions though. a single fighter has won world titles in 6 different weight divisions before and it is impossible to fight like that without being over or underweight for at least 2 if not 3 of those titles.



  2.5 ips

    2.5.1 increasing ips dealt

low AGL clinchers (agl 7-9) are the masters in regionals here, striking fear into all fighters. agaisnt dancers they use clinch for the first few rounds then switch to inside for the rest of the fight, the opponent will quite often be exhausted by round 9. these clinchers, however, have problems vs agile sluggers who have much higher AGL and comparable STR. agile sluggers will deal large amounts damage and ips to a low AGL clincher (the agile slugger won't win unscathed though). although agile sluggers are great at reducing damage, they will usually have a tough time inflicting large amout of ips to all types of opponents in regionals. in contenders balanced fighters and agile sluggers are best for dealing damage. the low AGL clinchers can still deal damage but they will need very large STR to survive (at least 40, preferably 50).

the most IPs are dealt when the opponent is tired, therefore you must tire them first. depending on the opponents ability to wear you down, you may need go efficient first to get an endurance advantage then open up to deal some damage and increase your advantage further till they are tired. against dancers you can open up early, knowing they can't hurt you near as bad as you will hurt them. once they are tired, they are at your mercy, if there are rounds to spare keep working the body. keep in mind, if the opponent is strong also, you may take IPs by keeping them around.




    2.5.2 reducing ips received

injury points ultimately determine the length of a fighters career, so reducing IPs is of vital importance. IPs are caluclated from base damage, so to reduce ips, one must reduce damage taken. flashers & sluggers also take less damage because many fighters won't open up vs a stronger opponent. the most damage comes when a fighter is fatigued, this is why rest and CND are so important. if an opponent has a large endurance advantage he can deal lots of damage to your reduced defences. fighters with high CND need to be careful as they can absorb more damage before they "feel" tired. high AGL and high DEF are also great ways to reduce damage. generally speaking, don't use less than 7 DEF in the first 4-5 rounds of a fight, it usually gives the opponent an endurance advantage that they can use for the rest of the fight. opening up later rather sooner means the endurance difference will be less, which means you take less damage. a few points of KP can be useful, a stun strength of 24+ is usually required to make yourself a threat (ie. 12str/4kp or 18str/2kp), but if a the opponent has good CHN, your KP is as good as wasted. towel is the most useful damage reducing tactic, it can make a good 50 IPs difference. a line like: 1) if endurance_percent < 50 and opp > 0 and score < 0 then towel; at the bottom of your fps is a good idea.

the best way to reduce IPs is to increase DEF. non-kp fighters can use lines like 4B/5/11, 5B/5/10 and 5/5/10 to keep endurance close without taking a beating. you want to win rounds so that the opponent has to stop slugging you to keep in the fight. in late rounds, non-kp fighters can turn to slapping to maximise DEF. kp fighters should almost always slap. POW is only useful in stopping allouts (head or body).




    2.5.3 take ips or the loss?

this will often be the case in contenders, and it mainly applies to KP fighters. personally, i try to only just win and take as little IPs as possible. that is where skill and experience sets managers apart. using tactics like 5/1/14 (outside) to only just win the round is often a good idea. if you do have KP, your opponent will usually be a little worried about it if they know you have it, so you can get away with intimidation and use high DEF yourself to reduce IPs. if you think they don't know, it can still be used to your advantage and take a huge risk and go for it (earlier rather than later). if you do go for it and fail, hopefully the fail results in a KO in that round - at least that way you should only take 25 ips. if you fail and don't get KO'd that round, it is possible you took 30 damage or so and are much more tired than your opponent and you are at their mercy. in this situation, you could actually take more IPs than by not flashing at all. at this stage, to reduce IPs i would normally throw the fight and flash again if i can't towel yet. non-KP fighters have less desirable options at their disposal because they don't offer a chance at winning like KP does. 1/1/18 (ring) is probably their best chance at taking 0 ips. they can also use allout early to guaruntee no more than 25 ips.

in the end it all depends on what's at stake. is a WT worth 100 IPs to you? a WT is probably only worth 40 IPs to prodigal and peekaboo. is beating peekaboo worth 100 IPs? is beating prodigal for a WT worth 100 IPs? is beating peekaboo for your first WT worth 100 IPs? i think WTs are worth about 60 IPs to me. if i take any more, i will avoid the matchup and look for a better fight to avoid IPs.



  2.6 maths and formulas


here are all the formulas in the game - and brief explanation of how it works

End. Damage = POW * STR * sqrt(AGG * SPD) / opp(DEF * AGL)

mathematically, this formula means that POW is just important as STR. AGG is just as important as SPD, but they are only half as important because its the powers that numbers are raised to which is important in determining the signifance of the variable. this is why the best AGG/POW ratio is 1:2 for damage, likewise for SPD/STR, how SPD is very important in punches landed formula and if you had SPD that low your opponent could use 3/1/16 (outside) and then what good is efficient damage?

this formula also shows that DEF is just as important as POW and STR is just as important as AGL. this is how the ratios of 2*AGG = POW = DEF and STR = AGL = 2*SPD for optimum efficiency.


Stun Damage = POW * (STR + 3 * KP) * sqrt(AGG * SPD) / opp(DEF * (AGL + CHN - 10))

this is slightly different to the endurance damage formula. STR is replaced by STR + 3 * KP and AGL is replaced by AGL + CHN - 10 (if AGL + CHN - 10 < 1 then it is replaced by 1).

now for efficiency STR + 3 * KP = 2 * SPD. this also means that STR + 3 * KP = AGL + CHN - 10 in importance, and therefore if they equal it is most efficient. by the time you get to contenders, following this formula severely reduces the damage you deal. that is the main problem with efficiency, too much defence.

that was for staight up stun damage and AGL + CHN are equal in value for that formula. however, high chin will benefit you in the amount of stun damage you can asborb in a round before a stun.


Stun Ratio = Stun Damage/Chin

if the stun ratio > 1.5 you get stunned.
if the stun ratio > 2.0 you get knocked down (or stunned twice).
if the stun ratio > 2.25 you get stunned and knocked down (or stunned thrice).
if the stun ratio > 2.375 you get knocked down twice (or equivalent to 4 stuns).
if the stun ratio > 2.4375 you get knocked down twice and stunned (or equivalent to 5 stuns).
if the stun ratio > 2.46875 you get knocked down thrice (equivalent to 6 stuns). this is a TKO loss.
if the stun ratio > 2.5 you get knocked out.

even if your stun damage is efficient, without the ability absorb more stun damage there is not much point. the defence of a flasher should be based upon the ability absorb more stun damage.

think of it like this, if you have twice the chin of your opponent and you allout, your chin effectively becomes 1/4 as much but damage doubles making their chin half as much. this makes your effective chins EQUAL after allout. since it is likely you have 2-3 times more the stun ability with 8 or so KP how can you get knocked out? this is why WT flashers will have about 20 chin.

keep in mind that it only takes stun damage = 1.5 * chin to stun you and cause you to land 75% less punches, deal 75% less damage and lose the round.


PERCENT = SPD*SPD / (SPD*SPD + k * sqrt(k*opp(AGL))) * 15/(DEF+opp(DEF))

k = 12 + 1/3 of the rating of the two fighters involved.
note that jabs of a fighter = the jabs of a fighter with 50% more speed

this formula is a lot trickier to maximise. during maximisation you will end with the line:
SPD*SPD*SPD*SPD*AGL proportional to punch PERCENT

this means that SPD is four times more important as AGL in determining punch percentage. creating a fighter like that is just silly, the fighter would take incredible damage. there is very little point in maximising a fighters punch percentage potentional but in a dancer matchup you can see how important speed is.


Weight = (HGT+60)^3 * STRMOD * AGLMOD * BUILDMOD / 2000

for STR > 10, STRMOD = (1 + sqrt(STR-10) * 0.05). for STR <= 10, STRMOD = (1 - sqrt(10-STR) * 0.05)
for AGL > 10, AGLMOD = (1 - sqrt(AGL-10) * 0.05). for AGL <= 10, AGLMOD = (1 + sqrt(10-AGL) * 0.05)
BUILDMOD = 1 + build * 0.02 (where build ranges from -3 (v.light) to 3 (v.heavy)

this means for changes of STR or AGL close to 10 cause larger weight changes than other value. the difference between sqrt(11-10) and sqrt(12-10) is large compared sqrt(21-10) - sqrt(22-10).

the formula shows that build is completely linear and affects 2% of your weight. this means the effect build has at a larger weight is greater than at a lower weight. 2% of 100 lbs is 2 lbs while, 2% of 300 is 6 lbs.


Minimum Weight = Weight * (1-0.25(CND+2)/100)

basically, for every 4 CND your minimum weight drops by 1%


starting endurance (overweight) = R * R * normal endurance

where R is the ratio of the division's weight limit to the fighter's minimum safe weight.

eg. 4 lbs overweight in cruisers. 190/194 * 190/194 = 95.9% of start endurance (equivalent to about one round of slugging against you)

compare this with lower weight division, say straw

eg. 4 lbs overweight in straws. 106/110 * 106/110 = 92.9% of start endurance (equivalent to about two rounds of slugging against you!)

as you can see the penelty for fighting overweight is much more severe, so the lower the division the worse it becomes. it is usually better to fight underweight rather than overweight.


((heavier fighters weight/lighter fighters weight) - 1) * 10 = CHN and STR gained (for a fighting underwight/heavyweight)

fighters greater than 300 lbs get treated as 300 lbs as per giant killer rule.

eg. 300 lbs vs 200 lbs, ((300/200) - 1) * 10 = 5 CHN gained, 5 STR gained.

this means heavier fighters can use less chin because they can expect to gain some from weight advantage.

this rule doesn't just apply to heavyweights. if a cruiser (190 lbs) is fighting at 188 lbs his opponent will gain ((190/188) - 1) * 10 = 0.1 STR and CHN, a much less severe penelty to fighting overweight. (a fighter fighting at weight against an underweight fighter will receive bonuses only from the divisons weight, not his true weight)


weight fatigue per round (for min weight > 200 lbs) = (minimum weight - 200) /10

eg. minimum weight = 291 lbs. (291 - 200)/10 = 9.1 fatigue per round!

this is why heavier heavyweights need more conditioning if they intend on hanging around for the whole fight.

heavier fighters get STR, CHN and fatigue. since weight advantage is capped at 300 lbs but fatigue is uncapped there is no point to having a fighter heavier than 300 lbs (unless his AGL < 10 but is planning to have AGL > 10 later).


endurance efficiency = squareroot(SPD) * STR * AGL

this means to be most efficient STR = AGL = 2 * SPD


stun efficiency = squareroot(SPD) * (STR + KP) * (AGL + CHN - 10)

this means to be most efficient STR + KP = AGL + CHN - 10 = 2 * SPD

proof:
STR + KP = 4/3 * STR (for maxed KP)
STR + KP = AGL + CHN - 10 = 2 * SPD and therefore = 4/3 * STR

let y equal the ratio of STR to AGL + CHN (ie. (AGL + CHN) / STR)

4/3 * STR = y * STR - 10
y * STR - 4/3 * STR = 10
(y - 4/3) * STR = 10

so when factorised and rearranged, the optium STR to CHIN ratio varies based on the number of APs.
let x = total APs - cut - height - CND (APs reamining after cut, height and CND)
STR + KP + SPD + AGL + CHN = x
STR + KP = 2 * SPD = AGL + CHN - 10 (this features all remaining AP areas)

STR + KP + SPD = 2 * STR
AGL + CHN - 10 = 4/3 * STR
AGL + CHN = 4/3 * STR + 10
STR + KP + SPD + AGL + CHN = x = 2 * STR + 4/3 * STR + 10 = 10/3 * STR + 10
10/3 * STR + 10 = x

as you can see, the ratio of strength to remaining APs is not constant (ie. x = a * STR, there is a constant involved)

STR = 3/10 * (x - 10)
KP = 1/10 * (x - 10)
SPD = 2/10 * (x - 10)
AGL + CHN = 4/10 * (x - 10) + 10

translation/example:
at 70 APs (say with 4 height, 1 cut and 5 CND) the most stun damage efficient a fighter would be:
15 5
10 1*
29* 5

*AGL and CHN are equal in value in the stun damage formula the above example need only have AGL + CHN = 30 (STR + KP + 10 or 2 * SPD + 10)

however, CHN influcences the ammount of stun damage a fighter can take, making CHN infinitely more valuable than AGL when taking only this formula into account. this suggests using 1 AGL. the problem with 1 AGL is that it is most endurance inefficient. an interesting dilemma...

by moving only one CHN to AGL, you allow the fighrer take 1/2 as much base damage but stun damage remains unchanged. 1/2 the damage though, means 1/2 the IPs which you would inevitably take by allouting with only 1 AGL. this example can be continually extended to the point in which the fighter takes no IPs and makes opponents use of ring less effective. this occurs at AGL ~= 50% of CHN. with so much CHN (likely to be greater than STR), it is wasted because you have already optimised stun damage. stun efficient fighters are much better off using AGL = CHN for low CND fighters and AGL > CHN for high CND fighters.

look at the highly viable status 28 fighter below.
24 8
16 24
16 16
low cuts
5'5"

at first glance you may think he is just an agile slugger with maxed KP. look at him more closely.
his STR + KP = 2 * SPD. fully optimised.
AGL + CHN - 8 = STR + KP. almost fully optimised (8 would need to be a 10).

this fighter is incredibly stun efficient, almost perfect for his height and conditioning. an almost perfectly stun efficient fighter that is plenty viable. in fact, i had a fighter like this that won 5 consecutive WTs. that fighter was a few inches shorter and had 20 SPD and 24 AGL. i used more speed for the same reason an endurance efficient fighter uses more speed, to win rounds.

tactic efficiency = squareroot(AGG) * POW * DEF

this means to be most efficient POW = DEF = 2 * AGG. when applied to 20 points this makes the most efficient tactic 4/8/8.

proof:
20 = AGG + POW + DEF (1)
POW = DEF = 2 * AGG (2)

substitute 2 * AGG for POW and DEF in (1)
20 = AGG + 2 * AGG + 2 * AGG
20 = 5 * AGG
AGG = 4

substitute AGG = 4 for POW and DEF in (2)
POW = 2 * AGG
POW = 8

DEF = 2 * AGG
DEF = 8

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