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Overness cap-Destiny-Starting Stats


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Posted

This is a very difficult question and whoever bothers to answer it, please report with facts that happened in your games and not with speculations.

 

I know that there is a barrier that "secures" that the overness of a wrestler (I presume the combination of skills and popularity) cannot exeeds a certain roof.

 

First Question

In my game I used Hell's Bouncer a lot, and at the end of each month I used the editor to take a peek at his stats and write down on a sheet his progress.

 

After a while (5 years playing on v1.1) his mat wrestling, chain wrestling, submissions, aerial ability and flashiness, reached 30.0 (E+) and never risen above that. When that happened, each time that he gave a match the Road Agents notes reported that hes technical and aerial skills have improved, but of course they never raised above 30.0. So I naturally asssumed that he reached his cap level on those skills.

 

However when I applied the Temporary December patch, the R.A. messages did not appear and the wrestlers started rising in those skills (30.1 and so on)! So I have to ask...Did the patch changed the caps?

 

Second Question

I went through the forum and I noticed that everyone is talking about:

* a popularity cap that depends on the Star Quality and Destiny of the wrestler

* A Skill Cap that depends on the wrestler size, style and destiny and

* A Overness Cap that depends on Destiny, Popularity and Skills.

 

So let's assume that a wrestler has a A popularity cap (due to high star quality), B- Overness cap. If this wrestler is pushed and gains his A popularity, that means that his skills might stop rising (because to maintain overness B- with a A popularity the skills must be around C-)?

 

Or lets assume that you use the editor to create a super youth wrestler with every skill A*. This means that if his overness cap is C- his popularity won't rise above D+?

 

Question Three

Is there a way to evaluate a wrestler overness, or better yet see how much is it?

Posted
This is a very difficult question and whoever bothers to answer it, please report with facts that happened in your games and not with speculations.

 

I know that there is a barrier that "secures" that the overness of a wrestler (I presume the combination of skills and popularity) cannot exeeds a certain roof.

 

First Question

In my game I used Hell's Bouncer a lot, and at the end of each month I used the editor to take a peek at his stats and write down on a sheet his progress.

 

After a while (5 years playing on v1.1) his mat wrestling, chain wrestling, submissions, aerial ability and flashiness, reached 30.0 (E+) and never risen above that. When that happened, each time that he gave a match the Road Agents notes reported that hes technical and aerial skills have improved, but of course they never raised above 30.0. So I naturally asssumed that he reached his cap level on those skills.

 

However when I applied the Temporary December patch, the R.A. messages did not appear and the wrestlers started rising in those skills (30.1 and so on)! So I have to ask...Did the patch changed the caps?

 

Second Question

I went through the forum and I noticed that everyone is talking about:

* a popularity cap that depends on the Star Quality and Destiny of the wrestler

* A Skill Cap that depends on the wrestler size, style and destiny and

* A Overness Cap that depends on Destiny, Popularity and Skills.

 

So let's assume that a wrestler has a A popularity cap (due to high star quality), B- Overness cap. If this wrestler is pushed and gains his A popularity, that means that his skills might stop rising (because to maintain overness B- with a A popularity the skills must be around C-)?

 

Or lets assume that you use the editor to create a super youth wrestler with every skill A*. This means that if his overness cap is C- his popularity won't rise above D+?

 

Question Three

Is there a way to evaluate a wrestler overness, or better yet see how much is it?

 

First answer: I think Adam may have tweaked some of the old code left over from old TEWs. In TEW04 bigger workers had hard caps in their technical and flying skills at 30 for really big guys, 40 for lesser big guys and so on... while I can't prove it, I believe Adam has tweaked that hard ceiling in exchange for each worker reaching their own natural limits. In addition to that, the roadie notes about skills improving were actually true... Bouncer was getting better at those skills as his personal cap was above 30.0, but due to the hard cap he was being lowered back down to 30.0 again.

 

Second Answer: I don't understand your question as you are using overness and popularity to mean two different things (I think) when they are the same thing. But since I think I get the general idea, I'll try to answer in my own way.

 

The overness cap is generated based on stats, but as with most caps in the game, most workers are unlikely to ever reach their caps as they will never have enough matches/development/natural progression/exposure to great workers to reach those caps, at least the skills. The caps are usually generated pretty high, with the general theory being that not all workers can become as good as they can possibly get. Likewise, not all workers become stars, so not all workers will even get near their overness caps.

 

So the values for the caps are unlikely to ever be reached as they are usually higher than can likely be elevated to during a career. There is no direct link between skill caps and overness caps. If you reach your peak of one it won't prevent you reaching your peak in the other. Similarly, a worker with A* in everything may have an overness cap at 100.0, with his awesome skill/power/menace/looks/star quality combining to virtually guarantee success in every way.

 

Answer Three: A lot of the non-wrestling skills and personality traits will combine to give you an idea of who could become a star. Great athleticism, power, stamina and toughness will give someone all the physical gifts to theoretically be a great in-ring performer. Great menace, star quality, intensity and charisma will be likely to help someone's ability to get over with fans and give them more chance of being a star.

 

Though your actual question here seems to ask "can I see how popular a worker is?" as you seem to not understand that overness and popularity are the same thing. But I think I know what you meant. :)

Posted

I have made a mistake... I though overness came from the combiantion of skills and popularity, but it turns out that it's just popularity!

 

Cheers! Also the two seperate caps answers my second question also.

 

There is no need for the third question. I just check the popularity chart of a wrestler to check his overness.

 

Thank you for your time answering!:)

Posted
I think the simplest explanation would be that each worker has a cap for each of his stats that would be based around his potential stat and his destiny stat, and affected by other things (such as star quality).
Posted

When your woker went over his skill cap, he will sooner or later goes back to his skill cap. This usually happens at Charisma when you place your talents to the announce team. He might go up then down several months later.

 

In one game, I have

Phil Vilbert's Charisma goes to B+ to A to B+.

 

Primus Allen his Consistency fluctuates in C to C+ regularly.

 

Regarding the Popularity Cap, you can increase your worker's popularity over his cap, but you will notice he will slowly start losing popularity to reach his cap. Hence, there are some worker who never seems to get over to the crowd as in real life no matter how good and talented they are.

 

Hope this helps

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