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Post by OrochiGeese on Dec 15, 2019 7:02:31 GMT
That'll probably work. I only mentioned what I do because I wasn't sure what you were doing with the edit. I think it might be fine the way you have it, unless you think he's doing the Endless German too often. I'm still kinda not sure what I'm doing with the edit, haha 😁 The more I think about it, the more it seems that the strategy that I really wanted for him just isn't that feasible. I'm going to have to figure out if I really want the endless german suplex at all or if he's just better off with like three different levels of regular suplexes with two of them being capable of winning matches. I suppose I could just have the endless suplex as that first level but I'd reduce the % considerable like you suggest.
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Post by markrocker on Dec 16, 2019 17:18:32 GMT
I will eventually buy a PC and get FPW from Steam because I'm hyped about all the arena modding that I have seen so far. So my question is, if I edit the gym that comes with the Entrance Crafting DLC, can I have the one modded gym with different textures and another gym with the regular textures? Or will it just be one gym with the modded textures?
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Post by eskiman on Dec 16, 2019 17:30:23 GMT
I will eventually buy a PC and get FPW from Steam because I'm hyped about all the arena modding that I have seen so far. So my question is, if I edit the gym that comes with the Entrance Crafting DLC, can I have the one modded gym with different textures and another gym with the regular textures? Or will it just be one gym with the modded textures? You set the modded arena independently to each ring, and the modded arenas will only show up if you choose the ring you set them too from the match menu - otherwise it just uses the generic arena. Same with nameplates, cage textures etc
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Post by markrocker on Dec 16, 2019 17:42:32 GMT
I will eventually buy a PC and get FPW from Steam because I'm hyped about all the arena modding that I have seen so far. So my question is, if I edit the gym that comes with the Entrance Crafting DLC, can I have the one modded gym with different textures and another gym with the regular textures? Or will it just be one gym with the modded textures? You set the modded arena independently to each ring, and the modded arenas will only show up if you choose the ring you set them too from the match menu - otherwise it just uses the generic arena. Same with nameplates, cage textures etc That's awesome. Thanks for the reply.
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Post by OrochiGeese on Dec 17, 2019 6:59:31 GMT
Can anyone recommend some reliable "spirit nuking" moves that make sense for submission edits that target the arms and legs? I have sub/stretch set high for 2 edits I'm working on but they are not getting submissions early or often enough. My guess is they aren't reducing enough spirit throughout the course of the match.
Not sure if I'm doing one edit a disservice by having them target the arms AND legs but I just really like the strategy for them. I also really love seeing the limp arm and wounded walk animations.
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Post by IamAres on Dec 17, 2019 17:32:44 GMT
The takedowns do a fair amount that adds up, especially with a little MMA offense (which you'd normally keep low on a pro wrestler to prevent that very thing). The double-leg from standing and the front facelock takedown from the front grapple both look appropriate for wrestlers.
Transitions like the back switch as well as pinning moves do spirit damage too, and suit a more traditional technical wrestler.
One thing about focusing on spirit damage is that, in many cases, you're doing less health damage, so you'll progress to bigger moves more slowly. Spirit damage is sort of "money in the bank" (not the briefcase) in that regard; slower outwardly visible progress, but by the end, they're in position to win.
I somewhat unintentionally built my Kurt Angle this way, to the point where he's won with large (not critical) damage holds, and won with the anklelock in another match I didn't think he'd hit enough offense to be a threat in - because the takedowns and transitions he had hit did their spirit damage.
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Post by Dawnbr3ak3r on Dec 17, 2019 19:19:57 GMT
The highest Spirit Damage moves in the game (that don't include Mount Transitions and moves connected to those) are the Codebreaker, Backstabber, and both Torbellino variations. Given the way those moves look, they may not visually fit the type of edit you're trying to create. Babyface Spirit Nukers are harder to build than Heel Spirit Nukers because you'll generally be avoiding Low Blows and other underhanded tactics. The Fork Attack does a ridiculous amount of Spirit Damage, for example. For Babyface Spirit Nukers, you'll want to focus on flash pins because they're forcing the opponent to kick out of them often. This can get kind of old after a while, so you'll have to find a balance in an interesting move-set while incorporating the nuking moves. If you want the broken arms/leg stances, you'll want to focus on Arm and Leg submissions. These won't do a whole lot to General HP, but more damage to those particular limbs. You may find that the edit is pacing poorly and can't break through the damage phases properly, so you'll absolutely need to give them some impactful, damaging moves. I find setting a big move in SML + MED as the Finisher to help a lot when it comes to "Spirit Nuking". This works when the opponent is at low health, allowing most of the damage to hit Spirit instead. It's entirely possible to take out a third or more Spirit with a single Finisher with the One-Hit Finisher Special Skill or similar Special Skills. I connect the Submission "finisher" to the Big Move via priority and set it as a Signature move. That way, they're dealing more damage, but it's only slightly more. Some of my edits are mild Spirit Nukers, such as Lightning YUKARI - She's designed to pace the match so that her 450 Splash will likely score a pinfall on the first or second attempt. Same with her Two-Step Dragon Suplex. Point being: If an edit is only doing HP damage, they're going to take longer to finish because they have to also deplete the opponent's Spirit Meter. Here's a few examples with meters displayed, how pacing may look: Example 1: YUKARI generally paces faster than Kagaya does. They're at about the same amount of HP/SP here. It took longer for Kagaya to get to this point, but each edit's HP and SP averaged about the same damage throughout the match. YUKARI ultimately won the match because of how she's built. She has more impactful moves in Large Damage. Kagaya is capable of getting the broken arm slump, if she uses her Armbar submissions enough. Example 2: Himiko generally paces faster than YUKARI. At this point in the match, YUKARI was getting most of the offense in. Much of Himiko's offense deals SP damage, but is capable of demolishing HP with her ICBM Flying Headbutt Finisher. Example 3: Around this point in the match Marie Scott hits zero SP. Also, notice that Extrangel's arms are slumped over. Marie is designed to work the arms heavily, but is very slow paced and doesn't really deal a whole lot of SP damage. Her pacing suffers because of this and she generally sees a majority of her matches end in losses or the matches last much longer than usual. After a short scuffle, Extrangel gets the victory with an Esparda counter. Extrangel is an *extremely* powerful Spirit Nuker. Much of her nuking capability comes from flash pins, coupled with multiple Rough attacks, especially the Fork Attack, 8's in Rough and Tech Offense and a 10 in Entertainment Offense. She *hurts*, but in a different way. Example 4: Magdelena is a heavy Spirit Nuker. Emma Powers is not. Emma struggles to really gain any momentum and Magdelena easily shuts her down. By this point in the match, Emma has been at zero SP since 9 minutes into the match. Magdelena screws around a lot in this match, allowing Emma to ultimately make the comeback after a lucky spill outside the ring, where they brawl for about five minutes, before Emma is able to pick up the victory.
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Post by OrochiGeese on Dec 19, 2019 7:25:29 GMT
Wow at the awesome responses to this! Thank you sooo much Ares and Dawn!!!!! 😁 Ares: The takedowns do a fair amount that adds up, especially with a little MMA offense (which you'd normally keep low on a pro wrestler to prevent that very thing). The double-leg from standing and the front facelock takedown from the front grapple both look appropriate for wrestlers. Great idea! Both of the edits I'm referencing actually have takedowns late in the match to lead to MMA mount submissions. So it could definitely make sense to mix in a few early on to tease the late match and to keep the opponent on their toes. I could probably work in like a 3-6% standing and a 5-10% daxed for early/medium without overdoing it or cause the late match ones to not feel as important. Transitions like the back switch as well as pinning moves do spirit damage too, and suit a more traditional technical wrestler. I didn't realize the back switch did spirit damage. That's another move I have both edits doing big at late but only a little early and medium. I could up those as well as back grapple back switch. I definitely need more pinning moves at early and medium. So that is a great suggestion for both edits. One thing about focusing on spirit damage is that, in many cases, you're doing less health damage, so you'll progress to bigger moves more slowly. Spirit damage is sort of "money in the bank" (not the briefcase) in that regard; slower outwardly visible progress, but by the end, they're in position to win. Yeah, I think I'm going to try to find that balance. Since both edits aim to incapacitate the opponents limbs (arms for one edit, arms/legs for the other), I really like seeing that limb damage too. But if they aren't actually winning with submissions, then the limb damage is just kind of a tease. I'm getting these 20 minute TLD's where the opponent's arm looks like a hot dog about to fall off and yet they never tap. So I'm happy sacrificing at least some of the visual damage for actual victories. Otherwise it's "all show and no go." I somewhat unintentionally built my Kurt Angle this way, to the point where he's won with large (not critical) damage holds, and won with the anklelock in another match I didn't think he'd hit enough offense to be a threat in - because the takedowns and transitions he had hit did their spirit damage. The fact this is possible is really cool to me. If I could find that balance, I'll be happy. I think the fact I don't have mods installed and therefore don't have the HP/spirit bar mod has really limited my edit making abilities in FPW. I know I could do much more with more information. I have not been going about things as scientifically, or as empirically, as I should be. Granted, I wasn't able to do that with FPR either but during the FPR era I had more time to actually test and sim. Since I don't have that time, I need to have more certainty with the simming I actually can do and that means I really need that mod. Dawn: The highest Spirit Damage moves in the game (that don't include Mount Transitions and moves connected to those) are the Codebreaker, Backstabber, and both Torbellino variations. Given the way those moves look, they may not visually fit the type of edit you're trying to create. The Torbellino actually works for one of those edits and I could easily switch out one of the running moves in there. So I think I'll make that change. The Codebreaker and Backstabber aren't exactly their style. What about that relatively new back grapple move where you knee the back of the opponent's neck/head? I don't think that's in the movelist Carl originally posted since it's a DLC move as far as I remember. Babyface Spirit Nukers are harder to build than Heel Spirit Nukers because you'll generally be avoiding Low Blows and other underhanded tactics. The Fork Attack does a ridiculous amount of Spirit Damage, for example. And suddenly Pot Belly's ability to beat main eventers makes a ton more sense!! 🤦♂️😁 Both edits I'm having issues with are kinda stoic faces so I have to rely on other techniques. For Babyface Spirit Nukers, you'll want to focus on flash pins because they're forcing the opponent to kick out of them often. This can get kind of old after a while, so you'll have to find a balance in an interesting move-set while incorporating the nuking moves. It's funny you mention the flash pins since one of the most reliable ways for one of the edits to win was with one of the back grapple flash pins. I took it off him cause I didn't love how it was animated (even though the idea totally worked for him) and because that Stardom pack f'n tempted me with other beautifully animated moves!! Maybe I'll give him back that flash pin but as an earlier match move to reduce spirit damage but not win. If you want the broken arms/leg stances, you'll want to focus on Arm and Leg submissions. These won't do a whole lot to General HP, but more damage to those particular limbs. I'm looking for a balance between the broken limb look (even if just level 2) with the ability to actually make the opponents submit to those moves (which I know is about spirit rather than limb damage). If they just look hurt and don't tap, then it makes matches drag and devalues the actual moves. If they just tap without looking hurt, then I feel it's kind of anti-climactic for what I'm looking for. I seek the balance. You may find that the edit is pacing poorly and can't break through the damage phases properly, so you'll absolutely need to give them some impactful, damaging moves. Technical/Submission edits are trash for advancing damage phases when I try to set them up initially the same way I'd set up other types of edits. Their moves just don't do enough HP. Like I LOVE that "elbow to knee" but it does no damage without parameters being juiced. I've been able to get them to advance through the damage phases but they just aren't defeating their opponents with their submissions. And I want submissions to be a big % of their victories. I find setting a big move in SML + MED as the Finisher to help a lot when it comes to "Spirit Nuking". This works when the opponent is at low health, allowing most of the damage to hit Spirit instead. It's entirely possible to take out a third or more Spirit with a single Finisher with the One-Hit Finisher Special Skill or similar Special Skills. I connect the Submission "finisher" to the Big Move via priority and set it as a Signature move. That way, they're dealing more damage, but it's only slightly more. So you are setting []+X to chain into a submission finisher? Interesting about an edit with low health taking the damage of the move more in the spirit category if they have a lot of spirit. I didn't realize that a move that can damage both health and spirit would essentially "choose" to damage spirit more if there isn't much health left. I thought it was a set amount to both health and spirit. Some of my edits are mild Spirit Nukers, such as Lightning YUKARI - She's designed to pace the match so that her 450 Splash will likely score a pinfall on the first or second attempt. Same with her Two-Step Dragon Suplex. Point being: If an edit is only doing HP damage, they're going to take longer to finish because they have to also deplete the opponent's Spirit Meter. Yeah, I need to do a better job choosing moves that take spirit into consideration. Here's a few examples with meters displayed, how pacing may look: YUKARI generally paces faster than Kagaya does. They're at about the same amount of HP/SP here. It took longer for Kagaya to get to this point, but each edit's HP and SP averaged about the same damage throughout the match. YUKARI ultimately won the match because of how she's built. She has more impactful moves in Large Damage. Kagaya is capable of getting the broken arm slump, if she uses her Armbar submissions enough. Maybe I just need to do utilize this strategy more. Right now, the majority of my edits only do their submission specials after either a taunt, a strike exchange clincher, or a weaker set-up move. All my strong moves go into pins rather than submissions. And while that makes sense with the way I prefer things, I realize it may be limiting their ability to actually win with the submissions. Maybe I just need to have more variety with set-ups and utilize some bigger moves. Around this point in the match Marie Scott hits zero SP. Also, notice that Extrangel's arms are slumped over. Marie is designed to work the arms heavily, but is very slow paced and doesn't really deal a whole lot of SP damage. Her pacing suffers because of this and she generally sees a majority of her matches end in losses or the matches last much longer than usual. I've upped the damage category pacing (which was a real issue the past few months) but I'm still having that same issue with SP damage not being high enough so that it messes up the pacing. I'm seeing losses and TLD's for edits who get to large damage at a good pace (somewhere between 6-9 minutes on average) but can't finish unless they pin after an impact move (like an STO). After a short scuffle, Extrangel gets the victory with an Esparda counter. Extrangel is an *extremely* powerful Spirit Nuker. Much of her nuking capability comes from flash pins, coupled with multiple Rough attacks, especially the Fork Attack, 8's in Rough and Tech Offense and a 10 in Entertainment Offense. She *hurts*, but in a different way. She hurts people in their spirit. "Sticks and stones will break my bones but won't nuke so they'll never hurt me" 😁
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Post by Dawnbr3ak3r on Dec 20, 2019 2:59:47 GMT
I think the Head/Neck Move you're talking about is the new-ish Backbreaker in Back Grapple/MED.
A Finisher will hurt both HP *AND* SP if there's enough HP left, but if not, it'll hit SP harder. Once an HP meter has been depleted, All damage will be applied to SP instead.
Usually if I like an edit's move-set enough and I don't want to change it, I'll boost their parameters to make it deal appropriate or enough damage.
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Post by OrochiGeese on Dec 20, 2019 6:02:20 GMT
I think the Head/Neck Move you're talking about is the new-ish Backbreaker in Back Grapple/MED. Yeah, you're right. It's called the "Quick Backbreaker" and it's in Back Grapple/MED. I'm not sure what amount of spirit damage it does but I really like the look. A Finisher will hurt both HP *AND* SP if there's enough HP left, but if not, it'll hit SP harder. Once an HP meter has been depleted, All damage will be applied to SP instead. Does that also go for a Special? Usually if I like an edit's move-set enough and I don't want to change it, I'll boost their parameters to make it deal appropriate or enough damage. That's exactly what I've been doing too. That usually helps compensate for edits lagging behind in damage levels but it doesn't seem to be helping these two finish matches with submissions. So I do think I'll have to make a few changes to swap out non-essential moves for ones with higher spirit damage and work in more earlier pins and mounts.
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Post by baronfreebird on Dec 21, 2019 3:13:21 GMT
What exactly does "Favorite Weapon" in the Skill section do? Does it make that weapon more likely to be pulled out from under the ring? Does that weapon get some kind of attack bonus if it happens to get pulled out?
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Post by LankyLefty17 on Dec 21, 2019 3:50:45 GMT
What exactly does "Favorite Weapon" in the Skill section do? Does it make that weapon more likely to be pulled out from under the ring? Does that weapon get some kind of attack bonus if it happens to get pulled out? Yes to the first, no to the second.
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Post by Dawnbr3ak3r on Dec 23, 2019 4:02:51 GMT
I think the Head/Neck Move you're talking about is the new-ish Backbreaker in Back Grapple/MED. Yeah, you're right. It's called the "Quick Backbreaker" and it's in Back Grapple/MED. I'm not sure what amount of spirit damage it does but I really like the look. A Finisher will hurt both HP *AND* SP if there's enough HP left, but if not, it'll hit SP harder. Once an HP meter has been depleted, All damage will be applied to SP instead. Does that also go for a Special? Usually if I like an edit's move-set enough and I don't want to change it, I'll boost their parameters to make it deal appropriate or enough damage. That's exactly what I've been doing too. That usually helps compensate for edits lagging behind in damage levels but it doesn't seem to be helping these two finish matches with submissions. So I do think I'll have to make a few changes to swap out non-essential moves for ones with higher spirit damage and work in more earlier pins and mounts. Sorry, I've had practically no free time this week. It applies to Finisher and Signature moves, if that's what you mean.
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Post by splodem on Dec 23, 2019 5:22:53 GMT
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Post by OrochiGeese on Dec 23, 2019 5:26:57 GMT
Yeah, you're right. It's called the "Quick Backbreaker" and it's in Back Grapple/MED. I'm not sure what amount of spirit damage it does but I really like the look. Does that also go for a Special? That's exactly what I've been doing too. That usually helps compensate for edits lagging behind in damage levels but it doesn't seem to be helping these two finish matches with submissions. So I do think I'll have to make a few changes to swap out non-essential moves for ones with higher spirit damage and work in more earlier pins and mounts. Sorry, I've had practically no free time this week. It applies to Finisher and Signature moves, if that's what you mean. That's exactly what I mean. Good to know it applies to signatures as well. Thanks very much for the clarification! 😎
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