-burn in my light wwe edit
These ratings are intended for playing the game as a user against AI-controlled opponents presumably it will also work fine for user-vs-user, but it is untested for AI-vs-AI. There are three hand-tailored 100 ratings in the document: the Toughness ratings of Stone Cold Steve Austin and Undertaker, and the Charisma rating of Hulk Hogan.
burn in my light wwe edit free#
Feel free to ignore these overrides if you'd like by assuming all 100s are actually 95s. Anywhere where a wrestler has a rating of 100 is my taking a bit of creative license. The very last thing worth mentioning - the maximum value allowed purely by the ratings calculations for any given attribute is 95. This value is purely a reference value - it doesn't map to the in-game OVR rating and should not be plugged into your game in any fashion - but it is using for determining where each wrestler is rated relative to one another. The average of these two values is then spread over a normal distribution the best average becomes 100%, the worst becomes 0%, and all other wrestlers fall somewhere in between on that scale. This value is calculated by first averaging the wrestler's raw attributes with a weighted average of the wrestler's attributes (the weighted average is roughly equivalent to the weighting of each attribute in determining the wrestler's OVR rating in the game). For all other attributes, the Push value has a weight of 1 that is, it is simply added to the subtotal calculated from the prototype and trait value lookups.Īlso worth noting is a value which is not user-modifiable: the "%" column. The value is added onto each attribute category for that wrestler with varying weights for each attribute it most heavily influences the Charisma value (weight of 2.25), but it also has a significant effect on Toughness and Durability (weight of 2). This is a value ranging from 0 to 5 (inclusive). The last user-modifiable field for each wrestler is the Push category. For example, Shawn Michaels is granted the "Injury - Body" trait due to his history with back injuries, and this reduces his Body hit points percentage from 28 to 19 (the lost points are evenly distributed to the other body parts). Two of the seven total trait slots are reserved for Injury traits, which greatly modify the hit points ratio calculations. Side note - prototypes and traits also are responsible for each wrestler's hit point ratios calculations. The complete lists of assignable traits is available on the Traits tab of the document. In addition, of the five traits assigned, the ratings impact of the first assigned trait is tripled, and the impact of the second assigned trait is doubled. The majority traits are purely positive (they only increase ratings), but many offer benefits and drawbacks (for example, the "Giant" trait increases attacking power, durability, and toughness at a but also conveys penalties to speed, agility, adrenaline, recovery, and jumping). Traits have the greatest influence in defining the wrestler's relative strengths and weaknesses. Third, I choose up to five traits for each wrestler. The complete list of prototypes is available on the Prototypes tab of the document. Some example prototypes include: Balanced, Offense (more attack power at expense of reversals), Defense (better reversals at expense of attack power), Brawler (strike attack power and strike reversals at the expense of grapple attack power and reversals), Grappler (grapple and submission attack power at expense of strike attack power and reversals). If two different prototypes are chosen, the two baselines are averaged together with a 60-40 weighting in favor of the first prototype. These set the baseline attributes for the wrestler. Second, I choose two style prototypes for each wrestler. These attribute caps per weight class are factored into the document as well. This is determined by looking at the maximum ratings for the wrestler in-game at the edit wrestler screen for example, outside of Universe mode, the maximum strength rating of Heavyweight wrestlers is always 90. For each wrestler, I start by choosing the wrestler's weight class.