Post by Sanford on May 4, 2013 17:20:04 GMT -5
Written by Mortons in the WeBL Forums.
He was:
Strength 23 Knockout Punch 0
Speed 19 Agility 30
Chin 10 Conditioning 17
And he was 5'10" and a VH build
In a nutshell... In straight up efficiency battles, this fighter would have no reason to NOT use 5b/7/8 (ropes) for all 12 rounds as he has the endurance to make it happen.
Regardless, under no circumstance can I duplicate the results Iain got above.
My tests (no luck, proper rating 0 fights) show the ropist winning 120-112 and the end endurance is 103.4 (ropist) to 105.6 (Str bias) with the real Damien comparison and with the Ropist he posted (5'9"), the ropist wins 120-111 with endurance only having a 4 pt spread. (103 - 107). In both cases, the STR biased fighter ends up taking about 12 more IPs, but because of the extra 1.6% rest each round, he ends up ahead on endurance.
If I run this matchup through the XP Sim, the 5'9" ropist wins 120-112, but the per round scoring margins are much slimmer, the end endurance is 101 to 111 and the ropist takes 4 IPs more than the STR biased guy. And that is at perfect efficiency between two builds meant to smack down their opponent. I call that an even matchup.
The scoring margins in the normal sim are around 15 to 20%. In the XP sim, the scoring margins are closer to 5-8%.
That said, this is only for one particular matchup using only efficiency as a basis And as no fighter would run their plans in this fashion. If I put some simple scoring conditionals in for each fighter.
Under the current sim, the STR Biased fighter CANNOT win the round against a 5b/7/8 (ropes) using 6b/7/7 or 6b/6/8. He has to either elevate AGG further or drop targetting, further maximizing the ropists efficiency advantage. The ropist is not under the same troubles, he can elevate while still targetting body and easily tie or outscore the 5/7/8 (clinch), 6/6/8 (clinch) or the 6/7/7 (clinch) -- at 100% endurance, imagine after fatigue sets in. In his 6b/6/8 (ropes) delivers 10.8 damage to a 5b/8/7 (clinch), which sends back 10.4 to the ropist. Ropist outscore opp by ~67% (55 to 37).
Remember, the STR biased fighter has 2 more spd than the ropist in these matchups
Using the XP sim, the scoring advantage is taken away in that the 6b/6/8 can no longer beat a 6/6/8 (clinch) or a 6/7/7 (clinch). Damage done is still a 12-15% advantage in favor of the ropist.
Considering this single matchup, we can see how the ropist is deadly to STR biased fighters. If we lower the opp to a more balanced AP distribution, the ropes is much more drastic in it's affects, being highly more damage efficient, eliminating the 4 or 5 point SPD advantage rougly by the 5th round in static FPs. The balanced would be forced to use feint or counter, counter is more preferrably efficiency wise, as you can gain back a SMALL portion of the lost AGL.
Against sissies? Ropists need only to use aggressive inside tactics if they have a normal chin. Skimping on chin makes your fighter less capable of taking on all comers, obviously. Against the sissies, in status below 22-24, the ropist will struggle dramatically more so as their build isn't fully matured into the beast is should be to combat sissies.
Against KP? The only real threat is a more highly agile KP fighter. If their AGL is 8 or less that the ropist's, and their chin is 14 or less. The ropist can EASILY sit on a 4h/7/9 (ropes) and counter ANY flash thrown his way. If the KP fighter is a flasher (like Damien when faced a 10 KP flasher), I can run a 4b/8/8 (ring) and only take a stun on 5h/10/5 (allout)! Once that stun occurs, the opp is wounded and I can move in for the kill using ropes to eliminate his base AGL, effectively killing his BASE DEFENSE, making him a prime candidate for cuts or body work with little concern for a KO back.
The counterpuncher comes in a few varieties. You have the more balanced counterpuncher where AGL is roughly equal to SPD. These are a challenge to beat, but if their chin is 10 or less, you can stun them for score and pretty much mess up their FPs. If their chin is higher, 11 or 12, they are in the sweet spot to ward off the ropists advantages.
The other counterpuncher is closer to STR = AGL and SPD is significantly higher. These are stun magnets for a ropist. Work the body, stun for score or cuts, then work the body again. Easier to beat but still has a minor potential to upset the ropist if he lets score get out of hand (Damn you Los Vacos for teaching me this lesson!!! ).
He was:
Strength 23 Knockout Punch 0
Speed 19 Agility 30
Chin 10 Conditioning 17
And he was 5'10" and a VH build
In a nutshell... In straight up efficiency battles, this fighter would have no reason to NOT use 5b/7/8 (ropes) for all 12 rounds as he has the endurance to make it happen.
Regardless, under no circumstance can I duplicate the results Iain got above.
My tests (no luck, proper rating 0 fights) show the ropist winning 120-112 and the end endurance is 103.4 (ropist) to 105.6 (Str bias) with the real Damien comparison and with the Ropist he posted (5'9"), the ropist wins 120-111 with endurance only having a 4 pt spread. (103 - 107). In both cases, the STR biased fighter ends up taking about 12 more IPs, but because of the extra 1.6% rest each round, he ends up ahead on endurance.
If I run this matchup through the XP Sim, the 5'9" ropist wins 120-112, but the per round scoring margins are much slimmer, the end endurance is 101 to 111 and the ropist takes 4 IPs more than the STR biased guy. And that is at perfect efficiency between two builds meant to smack down their opponent. I call that an even matchup.
The scoring margins in the normal sim are around 15 to 20%. In the XP sim, the scoring margins are closer to 5-8%.
That said, this is only for one particular matchup using only efficiency as a basis And as no fighter would run their plans in this fashion. If I put some simple scoring conditionals in for each fighter.
Under the current sim, the STR Biased fighter CANNOT win the round against a 5b/7/8 (ropes) using 6b/7/7 or 6b/6/8. He has to either elevate AGG further or drop targetting, further maximizing the ropists efficiency advantage. The ropist is not under the same troubles, he can elevate while still targetting body and easily tie or outscore the 5/7/8 (clinch), 6/6/8 (clinch) or the 6/7/7 (clinch) -- at 100% endurance, imagine after fatigue sets in. In his 6b/6/8 (ropes) delivers 10.8 damage to a 5b/8/7 (clinch), which sends back 10.4 to the ropist. Ropist outscore opp by ~67% (55 to 37).
Remember, the STR biased fighter has 2 more spd than the ropist in these matchups
Using the XP sim, the scoring advantage is taken away in that the 6b/6/8 can no longer beat a 6/6/8 (clinch) or a 6/7/7 (clinch). Damage done is still a 12-15% advantage in favor of the ropist.
Considering this single matchup, we can see how the ropist is deadly to STR biased fighters. If we lower the opp to a more balanced AP distribution, the ropes is much more drastic in it's affects, being highly more damage efficient, eliminating the 4 or 5 point SPD advantage rougly by the 5th round in static FPs. The balanced would be forced to use feint or counter, counter is more preferrably efficiency wise, as you can gain back a SMALL portion of the lost AGL.
Against sissies? Ropists need only to use aggressive inside tactics if they have a normal chin. Skimping on chin makes your fighter less capable of taking on all comers, obviously. Against the sissies, in status below 22-24, the ropist will struggle dramatically more so as their build isn't fully matured into the beast is should be to combat sissies.
Against KP? The only real threat is a more highly agile KP fighter. If their AGL is 8 or less that the ropist's, and their chin is 14 or less. The ropist can EASILY sit on a 4h/7/9 (ropes) and counter ANY flash thrown his way. If the KP fighter is a flasher (like Damien when faced a 10 KP flasher), I can run a 4b/8/8 (ring) and only take a stun on 5h/10/5 (allout)! Once that stun occurs, the opp is wounded and I can move in for the kill using ropes to eliminate his base AGL, effectively killing his BASE DEFENSE, making him a prime candidate for cuts or body work with little concern for a KO back.
The counterpuncher comes in a few varieties. You have the more balanced counterpuncher where AGL is roughly equal to SPD. These are a challenge to beat, but if their chin is 10 or less, you can stun them for score and pretty much mess up their FPs. If their chin is higher, 11 or 12, they are in the sweet spot to ward off the ropists advantages.
The other counterpuncher is closer to STR = AGL and SPD is significantly higher. These are stun magnets for a ropist. Work the body, stun for score or cuts, then work the body again. Easier to beat but still has a minor potential to upset the ropist if he lets score get out of hand (Damn you Los Vacos for teaching me this lesson!!! ).