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Subject: The impact of form on abilities
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I asked about this in the general questions topic and got a bunch of answers, but no one could really tell me how it works and the truth is I only got more confused.
Since there are a large number of answers and uncertainty, I'm asking this here, perhaps to attract more users who can respond and possibly form an opinion.
When I see a Magical pace level, when is it really Magical? When he's in SuperDivine (17) Form? When he's Outstanding (12) Form?
What is the range of influence of Form on the player's performance? Someone said that it affects more by percentage, meaning that Tragic Form is about 60% ability and SuperDivine Form is 100% ability.
I would love to hear as many opinions on the subject as possible
thank you
Since there are a large number of answers and uncertainty, I'm asking this here, perhaps to attract more users who can respond and possibly form an opinion.
When I see a Magical pace level, when is it really Magical? When he's in SuperDivine (17) Form? When he's Outstanding (12) Form?
What is the range of influence of Form on the player's performance? Someone said that it affects more by percentage, meaning that Tragic Form is about 60% ability and SuperDivine Form is 100% ability.
I would love to hear as many opinions on the subject as possible
thank you
That's because I don't think anyone knows... and if they did, I doubt they'd advertise it
There is no real answer, but I agree with 60%. I think if value drops to half (55%) in tragic form compared with divine form, then I like to belive it is proportional to the drop in skills if supposing a linear correlation
And how do you do the calculation? I don't really understand.
Let's say I have a Magical (15) pace player who is on Tragic Form, assuming he plays at 60% of his ability, does that mean his pace is Very Good (9) now?
Because that doesn't make much sense to me :O
Let's say I have a Magical (15) pace player who is on Tragic Form, assuming he plays at 60% of his ability, does that mean his pace is Very Good (9) now?
Because that doesn't make much sense to me :O
Base on global stats. I found around 5% to 10% of rating pts loss when form is under 10.
This certainly requires further comparison to find rating loss with precision.
But regardless, the loss of rating is obvious.
After that, it depends on how the rating is calculated, whether it truly reflects performance in matches, and how much form affects skills. But what is certain is that the higher the team's rating, the more likely they are to dominate and win.
Just looking at top strikers, they usually loose 5 pts of rating when form is under 10.
This certainly requires further comparison to find rating loss with precision.
But regardless, the loss of rating is obvious.
After that, it depends on how the rating is calculated, whether it truly reflects performance in matches, and how much form affects skills. But what is certain is that the higher the team's rating, the more likely they are to dominate and win.
Just looking at top strikers, they usually loose 5 pts of rating when form is under 10.
Let's say I have a Magical (15) pace player who is on Tragic Form, assuming he plays at 60% of his ability, does that mean his pace is Very Good (9) now?
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The skill's levels are non-linear. The difference between 17 and 18 is much higher - in value and in practicality - than the difference between 8 and 9. For example, 3x18 ATT in very low form has the same value as 3x15 (or even better) in top form.
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The skill's levels are non-linear. The difference between 17 and 18 is much higher - in value and in practicality - than the difference between 8 and 9. For example, 3x18 ATT in very low form has the same value as 3x15 (or even better) in top form.
Player form.
Form linearly adjusts the values of other skills and according to the information we have on the Slovak forum it is as follows:
Form level 12 = 100% skill performance, while other form levels either increase or decrease it.
In Sokker, we divide player skills into two categories: positional (primary) and supporting (secondary).
Primary skills are:
goalkeeping, defending, playmaking, and striking
Secondary skills are stamina, pace, technique, passing, tactical discipline, and others.
The influence of form on player skills should look like this:
Form – Primary – Secondary
00 … -30.00% … -15.00%
01 … -27.50% … -13.75%
02 … -25.00% … -12.50%
03 … -22.50% … -11.25%
04 … -20.00% … -10.00%
05 … -17.50% … -8.75%
06 … -15.00% … -7.50%
07 … -12.50% … -6.25%
08 … -10.00% … -5.00%
09 … -07.50% … -3.75%
10 … -05.00% … -2.50%
11 … -02.50% … -1.25%
12 ….. 0.00% ….. 0.00%
13 … +1.00% … +0.60%
14 … +2.00% … +1.20%
15 … +3.00% … +1.80%
16 … +4.00% … +2.40%
17 … +5.00% … +3.00%
18 … +5.00% … +3.00%
Based on the previous table, we create a new table showing how form affects the skills of a player with skill level 17 and 18.
Form – Skill – Primary – Secondary
00 … 17.00 … 11.90 … 14.45
01 … 17.00 … 12.33 … 14.66
02 … 17.00 … 12.75 … 14.88
03 … 17.00 … 13.18 … 15.09
04 … 17.00 … 13.60 … 15.30
05 … 17.00 … 14.03 … 15.51
06 … 17.00 … 14.45 … 15.73
07 … 17.00 … 14.88 … 15.94
08 … 17.00 … 15.30 … 16.15
09 … 17.00 … 15.73 … 16.36
10 … 17.00 … 16.15 … 16.58
11 … 17.00 … 16.58 … 16.79
12 … 17.00 … 17.00 … 17.00
13 … 17.00 … 17.17 … 17.10
14 … 17.00 … 17.34 … 17.20
15 … 17.00 … 17.51 … 17.31
16 … 17.00 … 17.68 … 17.41
17 … 17.00 … 17.85 … 17.51
18 … 18.00 … 18.90 … 18.05
wow!!!
thanks for the answer
so you say if i have a player with 17 DEF and 17 PACE in form tragic (0) he is actually Formidable (11) DEF + Brilliant (14) PACE ?
thanks for the answer
so you say if i have a player with 17 DEF and 17 PACE in form tragic (0) he is actually Formidable (11) DEF + Brilliant (14) PACE ?
Theory of artificial intelligence:
And finally, let's get to the most complicated part.
Let's calculate how form, fitness and fatigue affect a player's visible skills such as his defense, attack and the like.
How will form and fitness affect a player's other public skills?
The mathematical equation contains the combined and joint effect of form, fitness and fatigue on the player's final performance in a match. For example, if a player is in 95–100% fitness and form, he has a chance to perform in a match close to his maximum statistics. Conversely, a player who is tired or has low morale will have reduced efficiency, even if his basic and public player skills are high. Public player skills have a high impact on the match, up to 33%, but they are significantly influenced by form, fitness and fatigue in the match, which also have a certain influence in percentages and this explains why a player in 95–100% form plays "above paper".Formally, the player's public skills (e.g. shooting, defense) are multiplied by his current form and fitness and the hidden resulting skill he has in the match is calculated by the performance multiplier.
In layman's terms, how it works is written below:
The player's basic skills are e.g. shooting 12, technique 11, speed 10, but the soccer engine multiplies these numbers in the match by the value of Form (which the game already displays), Fitness (current fatigue, duration of deployment, regeneration), Fatigue, or hidden readiness (if he played many matches in a row or did not have a break). The result of the equation is a hidden but real skill that the engine will use to simulate the action in the match.
Example
A striker has a shooting level of 12.
His form is at 90% and his fitness is only at 80% (e.g. he is tired). We convert these percentages into the following numbers and multiply them. So 0.9 × 0.8 = 0.72 Then we multiply this result by the value of his shooting, so 0.72 × 12 = 8.6
So in the match he behaves as if he had a shooting of around 8.6. Therefore, even a talented player with top skills can look weak in the match if he is in low form or overloaded.
Remember that this is not an officially confirmed Sokker algorithm - these are observations and discussions of players on the forums. The exact weights for form, fitness and fatigue are not publicly known, but in general, form has the greatest influence from this point on. If we break this point down into details, form has an impact on the match of 10%, fitness 7% and fatigue 5%.
The word multiplier is essentially a multiple of the original value, which takes into account other factors (form, fatigue, morale...). Instead of the engine reducing or increasing each skill separately by a fixed number of points, it uses a common multiplier - one factor that reduces or increases all skills at once. For example:
Form 100% → multiplier 1.0 (nothing changes).
Form 80% → multiplier 0.8 (everything is 20% weaker).
Form 110% (if it were above average) → multiplier 1.1 (everything is 10% better)
A multiplier is essentially a "power amplifier or attenuator" of performance. It's a simple way to combine multiple influences (form, fitness, fatigue) into one number, which is multiplied by the base value. Maybe it's also used for other hidden skills, who knows....
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Here is a specific guide on how to quickly increase team form on Sokker.org:
Set up a good training session for your players and have them train in a good defensive formation of 442 or an offensive formation of 433. At the same time, don't overtrain them by giving them you will give one training session in the match after another - do not tire them out unnecessarily. Player rotation in the match and fatigue. Monitor the fitness of the players: ideally it is above 90%. Put players who are below 80% of their fitness on the bench at the right time in the match, let them regenerate. Use substitutions during the match so that the best players are not exhausted. Morale - Players with high morale perform better. Increase the morale of your players by putting them in an important match. Give younger players a chance to play in the match and their motivation will increase. Players with high morale can better use "luck" and mental skills.
Lineup selection: Build the team in the match according to the natural position of the players. Avoid "temporary" players in foreign positions - they reduce form. Monitor which players have the best mental and technical attributes for a given tactic. Special tips: Players with a focus on mental skills + fitness = better stable form. Adapt your match tactics to the current form of your players and if some of your players are exhausted, try a more defensive formation. Quick trick: Before an important match, give your players appropriate training + rest, keep fitness above 95% and morale above 90% → their form will increase significantly and their performance in the match will increase.
Formation training and also Advanced training: Determining the specific correct formation and focus of the training (e.g. offensive, defensive) affects the performance of players in the match. Consequence: Better trained players are more likely to perform well and form. Health and fatigue: Monitor the condition of your players. Exhausted players, if they are tired or injured, have lower form. Therefore, use player rotation in matches and give them some rest days. Pay attention to injury treatment and breaks so that players have optimal performance. Match lineup selection: Players in their natural position and with the right playing style are in better shape. Don't underestimate synergy - e.g. combinations of players who work well together increase the chance of higher performance in a match. Mental and special attributes: Some players have higher mental abilities (motivational, psychological) - using these players in key positions improves team play. Monitor their statistics in game matches and adjust tactics in matches. Tip: If you want to maximize match performance, focus on rotation and rest. Basically, keep players fresh before important matches so that hidden attributes can be fully expressed.
Remember,
And finally, the last important advice to be successful in matches. Pay attention to the form and condition of your players, because this is what increases the effectiveness of their hidden and public abilities. When building a team, it is good to combine high basic skills of players with high-quality hidden abilities, so that the performance is stable and predictable.
(edited)
Fitness = Stamina ?
Fatigue? Is there such a thing as player fatigue in sokker?
I mean, a player who played 3 times a week will be more tired in the next game than a player who played once a week?!
Fatigue? Is there such a thing as player fatigue in sokker?
I mean, a player who played 3 times a week will be more tired in the next game than a player who played once a week?!
He's just posting chatgpt bollocks, these are made up theories
a player who played 3 times a week will be more tired in the next game than a player who played once a week?!
Not right now, but there are plans to rebuild stamina into what you just said. A bar that runs empty with use of minutes played... and the more stamina you have, the faster it refills back. But at this moment, no such thing is active. Stamina still is the same feature it has always been within Sokker
Not right now, but there are plans to rebuild stamina into what you just said. A bar that runs empty with use of minutes played... and the more stamina you have, the faster it refills back. But at this moment, no such thing is active. Stamina still is the same feature it has always been within Sokker
you mean the plans from 5 years ago that they still haven't even touch? they probably don't even remember anymore that they wanted to add that xD
Ah...it's not 5 years, it only feels that way. If they would work as fast as you reply, the game would be finished 10 years ago :-p
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