Complete Analysis about 100+ Stats: Are They Worth It? [Amadeusz’s eFootball™ Lab Ep. 2]

00:14:02
https://www.youtube.com/watch?v=uh6hG6tYjL8

Zusammenfassung

TLDRThe video analyzes the effectiveness of boosting player abilities in a game, particularly focusing on Messi's dribbling and tight possession stats. It reveals that while boosting these stats above 100 may seem beneficial, it does not significantly enhance performance in high-speed scenarios. The tests conducted show that dribbling and tight possession values above 99 yield diminishing returns, suggesting that players should prioritize allocating points to other abilities. Additionally, kicking power is highlighted as a stat that maintains linear benefits beyond 99, making it a valuable focus for players. Overall, the video encourages a strategic approach to ability allocation, especially for elite dribblers.

Mitbringsel

  • ⚽️ Boosting Messi's stats can reach a maximum of 104.
  • 📈 Dribbling above 100 shows diminishing returns in performance.
  • 🚀 Tight possession above 99 offers minimal benefits.
  • 💡 Allocate points to other abilities for better effectiveness.
  • 🏃‍♂️ Kicking power maintains linear benefits beyond 99.
  • 🔄 Animation modules affect dribbling and tight possession performance.
  • 📊 Tests show no significant difference in high-speed scenarios with boosted dribbling.
  • 🧠 Elite dribblers should focus on other abilities rather than just dribbling.
  • 📉 Performance differences are notable between dribbling values 90 to 99.
  • 🔍 The v2.5 engine update changed how player models affect performance.

Zeitleiste

  • 00:00:00 - 00:05:00

    The video discusses the impact of boosting Messi's abilities in a game, particularly focusing on dribbling and tight possession. It highlights that while players can boost their abilities above 100, the benefits of doing so are limited. For instance, increasing dribbling from 95 to 100 shows significant improvements in speed and ball touch frequency, but boosting from 100 to 104 yields no additional benefits. The analysis reveals that dribbling values above 99 do not enhance top-speed dribbling or acceleration performance, suggesting that players should prioritize boosting other abilities instead.

  • 00:05:00 - 00:14:02

    The second part of the video examines tight possession, emphasizing that boosting this ability above 99 also provides minimal benefits. Testing shows that tight possession values above 86 trigger different animation modules, which can improve turning speed in specific scenarios. However, the overall conclusion is that for players like Messi, focusing on boosting dribbling and tight possession beyond 99 is not cost-effective, and allocating points to other abilities may yield better results. The video concludes by reiterating that most abilities maintain linear benefits after exceeding 99, except for those related to animation modules.

Mind Map

Video-Fragen und Antworten

  • What is the maximum ability value for players in the game?

    The maximum ability value for players has been updated to 104.

  • Does boosting dribbling above 100 improve performance?

    Boosting dribbling above 100 does not significantly improve performance in high-speed scenarios.

  • What is the impact of tight possession above 99?

    Tight possession above 99 offers minimal benefits, especially in sudden stop turns.

  • What should players focus on when allocating points?

    Players should consider allocating points to other abilities rather than boosting dribbling and tight possession above 99.

  • How does kicking power compare to dribbling and tight possession?

    Kicking power maintains linear benefits even above 99, unlike dribbling and tight possession.

  • What is the significance of the v2.5 engine update?

    The v2.5 engine update changed how dribbling accelerations and top speeds are affected by player models.

  • Is there a difference in performance between players with different dribbling values?

    Yes, there are performance differences, particularly when comparing dribbling values from 90 to 99.

  • What is the best strategy for elite dribblers?

    Elite dribblers should focus on boosting other abilities rather than dribbling and tight possession above 99.

  • How does animation affect ability performance?

    Animation modules significantly impact the performance of dribbling and tight possession abilities.

  • What is the conclusion of the video regarding ability boosts?

    The conclusion is that boosting dribbling and tight possession above 99 is less effective than previously thought.

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Untertitel
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Automatisches Blättern:
  • 00:00:00
    Double-boosted Messi
  • 00:00:01
    With +4 purple boost and second boost
  • 00:00:05
    In-game individual ability values
  • 00:00:06
    Have been updated to a maximum of 104
  • 00:00:09
    Of course, this is without considering coach boosts
  • 00:00:11
    Now when players allocate points to top-tier double-boosted cards like Messi
  • 00:00:16
    They consider whether to boost advantageous abilities above 100
  • 00:00:20
    Even stacking second boost to reach 102 or 103...
  • 00:00:24
    ...up to 104
  • 00:00:25
    Stats over 100 look impressive
  • 00:00:28
    But is it necessary to boost them this high?
  • 00:00:30
    Today we'll test various key ability values
  • 00:00:33
    And their benefits beyond 100
  • 00:00:39
    Let's start with an ability that Messi can easily push past 100
  • 00:00:42
    Dribbling - let's begin our research
  • 00:00:45
    First, we need to explain something
  • 00:00:47
    In this game, dribbling acceleration is about 10 meters
  • 00:00:50
    Before reaching maximum speed phase
  • 00:00:52
    The speed of acceleration phase and ball touch frequency depends on dribbling value
  • 00:00:56
    While speed and ball touch frequency at maximum speed
  • 00:00:59
    Depends on both dribbling and speed values
  • 00:01:02
    In importance
  • 00:01:02
    The ratio is one to one
  • 00:01:03
    Since dribbling value is used in both scenarios
  • 00:01:06
    Let's test them separately
  • 00:01:08
    First testing max speed dribbling scenario: using the old method - dribbling at top speed
  • 00:01:13
    From center line to penalty box is exactly 36 meters
  • 00:01:17
    Using double-boosted Messi and Neymar with different point allocations
  • 00:01:20
    Results are shown in the table before us
  • 00:01:23
    Two points need explanation
  • 00:01:24
    First, test data are averages from multiple measurements
  • 00:01:28
    Since high-speed dribbling performance is extremely consistent
  • 00:01:31
    You'll see the time column has no decimals
  • 00:01:35
    Because every run produces the same result
  • 00:01:37
    Second, using Neymar to assist testing
  • 00:01:39
    Is because Messi can't boost speed above 100
  • 00:01:43
    And although these players have different models
  • 00:01:46
    As mentioned before, after the v2.5 engine update
  • 00:01:49
    Various dribbling accelerations
  • 00:01:50
    And top speeds are no longer affected by player models
  • 00:01:53
    Or height and such factors
  • 00:01:54
    So these six rows of data can be compared together
  • 00:01:57
    Let's look at the table and analyze
  • 00:01:59
    When speed value is 95
  • 00:02:01
    Dribbling at 95
  • 00:02:03
    Comparing 100 and 104
  • 00:02:05
    We find dribbling from 95 to 100 makes a difference
  • 00:02:08
    Affecting both speed and ball touch frequency
  • 00:02:12
    But from 100 to 104
  • 00:02:14
    Has no impact on speed whatsoever
  • 00:02:16
    With dribbling at 104
  • 00:02:18
    The ball touch interval is actually longer
  • 00:02:21
    This slight difference is surely due to randomness
  • 00:02:24
    But this also shows
  • 00:02:26
    104 dribbling value
  • 00:02:27
    Provides no help to ball touch frequency
  • 00:02:30
    Then looking at when both speed and dribbling are 99
  • 00:02:34
    It's slightly better than
  • 00:02:36
    Speed 95, Dribbling 104
  • 00:02:38
    This means dribbling values above 100
  • 00:02:41
    Have no value for top speed dribbling
  • 00:02:45
    Now for dribbling acceleration scenario testing method
  • 00:02:48
    First test: timing of three ball touches during acceleration
  • 00:02:51
    Obviously, ball touch interval is a key indicator of acceleration ability
  • 00:02:55
    Affecting both speed and feel during acceleration
  • 00:02:58
    Faster ball touches
  • 00:02:59
    Often correspond to positional advantage
  • 00:03:01
    Test results as shown in table are from large data samples
  • 00:03:05
    Averaged
  • 00:03:06
    Found that first three touches during acceleration are very consistent
  • 00:03:10
    So results are all whole numbers
  • 00:03:12
    We can see that above dribbling 99
  • 00:03:15
    There's really no benefit
  • 00:03:17
    Specifically comparing these situations up and down
  • 00:03:20
    There's absolutely no time difference
  • 00:03:23
    And if we carefully compare
  • 00:03:25
    Every frame of movement is exactly the same
  • 00:03:28
    In comparison, increasing dribbling from 95 to 99
  • 00:03:31
    These four points are worth it
  • 00:03:33
    Actually improving acceleration phase performance
  • 00:03:36
    Similarly, dribbling 90 to 95 also has clear benefits
  • 00:03:41
    Next is testing method two
  • 00:03:42
    Comparing acceleration positioning
  • 00:03:44
    Using the game's built-in skill boost training
  • 00:03:47
    Because an important premise for testing is finding a stable initial state
  • 00:03:50
    After entering training
  • 00:03:51
    Players will start dribbling from the same initial state
  • 00:03:55
    Then testing with penalty box line as endpoint
  • 00:03:58
    We can see dribbling 104 and 99
  • 00:04:02
    Can't create any difference
  • 00:04:04
    Light circles reach penalty line simultaneously
  • 00:04:06
    And their animations at this moment are identical
  • 00:04:09
    In fact, throughout the entire acceleration process
  • 00:04:12
    Every frame of movement is the same
  • 00:04:15
    This shows it's not just about positioning
  • 00:04:17
    This five-point difference in dribbling
  • 00:04:19
    Hasn't caused any changes in the animation engine
  • 00:04:22
    As a comparison
  • 00:04:23
    Dribbling 95 to 99
  • 00:04:24
    These four points do make a difference
  • 00:04:27
    At 95 dribbling, hasn't completely crossed the line
  • 00:04:29
    While at 99, it has crossed
  • 00:04:31
    Their animations at this moment are also different
  • 00:04:33
    Combining all test results
  • 00:04:35
    We can say dribbling above 99
  • 00:04:36
    Has absolutely no benefit
  • 00:04:38
    Let's look at the next ability
  • 00:04:40
    Tight Possession
  • 00:04:41
    This ability affects dribbling turns over 90 degrees
  • 00:04:44
    Including low-speed dribbling circles and such movements
  • 00:04:47
    Test method one is timing sudden stop turns
  • 00:04:52
    From stepping on the ball to completing turn and starting reverse acceleration
  • 00:04:58
    Ending when foot touches ball
  • 00:05:01
    The advantage of this testing method is
  • 00:05:03
    The initial state is stable
  • 00:05:05
    And test scenario isn't affected by your operation
  • 00:05:08
    Because you're simply using d-pad to input opposite directions
  • 00:05:12
    Input commands are 100% identical each time
  • 00:05:14
    And this turning motion actually includes a period
  • 00:05:17
    Where player and ball separate
  • 00:05:18
    So there will be slight randomness
  • 00:05:20
    Test results must be averaged from many trials
  • 00:05:23
    Results will have decimals
  • 00:05:26
    But the results are puzzling
  • 00:05:28
    Tight Possession 104 actually turns slower than 96
  • 00:05:32
    Specific performance shown on screen
  • 00:05:37
    After investigation
  • 00:05:38
    It turns out the dribbling speed before sudden stop
  • 00:05:40
    Affects subsequent turning speed
  • 00:05:42
    Because when boosting Messi's Tight Possession
  • 00:05:45
    Dribbling value also increased
  • 00:05:46
    Making top speed faster
  • 00:05:48
    Making subsequent turns more difficult
  • 00:05:51
    This can be proven as follows
  • 00:05:53
    Same Tight Possession and Dribbling values
  • 00:05:55
    Taking another ability that affects dribbling speed
  • 00:05:58
    Speed reduced from 93 to 89
  • 00:06:01
    Result is this player indeed turns faster
  • 00:06:04
    Looking at this table makes it even clearer
  • 00:06:07
    So to control pre-turn max speed
  • 00:06:10
    This variable as shown in table
  • 00:06:13
    Speed value needs to decrease as dribbling increases
  • 00:06:16
    To achieve constant sum of speed and dribbling
  • 00:06:20
    Specifically
  • 00:06:21
    This sum is 196
  • 00:06:23
    Since double-boosted Messi can't boost speed too high
  • 00:06:26
    Last three rows were completed using created players
  • 00:06:31
    Under strict variable control
  • 00:06:33
    Tight Possession
  • 00:06:34
    Impact from 99 to 104
  • 00:06:37
    Less than 95 to 99
  • 00:06:39
    And 90 to 95 differences
  • 00:06:41
    Using sudden stop turns for testing
  • 00:06:43
    Has one drawback
  • 00:06:45
    Although creating stable initial state
  • 00:06:47
    Making this method very rigorous
  • 00:06:49
    But many scenarios caring about Tight Possession
  • 00:06:52
    Are low-speed dribbling turns
  • 00:06:54
    Like hip swings
  • 00:06:56
    Spinning circles and such movements
  • 00:06:57
    Specifically during low-speed dribbling after direction input
  • 00:07:01
    How long until player can touch ball
  • 00:07:03
    And turn body around
  • 00:07:04
    But testing this has one challenge
  • 00:07:06
    Timing of command input affects test results
  • 00:07:10
    For example, inputting direction change when ball is far vs just touched
  • 00:07:14
    Results will be different
  • 00:07:15
    This is actually inability to create
  • 00:07:17
    A stable initial state
  • 00:07:20
    Fortunately game's built-in skill improvement plan
  • 00:07:23
    Solved this problem
  • 00:07:25
    After entering training scenario
  • 00:07:26
    Players are in stable identical initial states
  • 00:07:29
    Immediately input backward turn command
  • 00:07:31
    Can test how long until ball can be touched
  • 00:07:34
    Test results as follows
  • 00:07:36
    Can see in this scenario
  • 00:07:38
    Tight Possession 103, 99 and 90
  • 00:07:41
    Indeed have thresholds making turns one frame faster
  • 00:07:45
    Screen shows difference between 104 and 102
  • 00:07:48
    This table's data conclusion I changed to other models
  • 00:07:52
    Same as Messi
  • 00:07:53
    Left-footed Maradona
  • 00:07:54
    Salah and Griezmann
  • 00:07:56
    Results still the same
  • 00:07:58
    Then this table's values developing downward
  • 00:08:01
    Are like this
  • 00:08:02
    You'll see at value 85 and below
  • 00:08:05
    Ball touch time suddenly becomes faster
  • 00:08:07
    Actually because animation modules are different
  • 00:08:10
    Tight Possession ≥86
  • 00:08:12
    First ball touch body has turned almost 90 degrees
  • 00:08:16
    While at Tight Possession 85 and below
  • 00:08:18
    First ball touch body only turned 30 degrees
  • 00:08:21
    Final result is
  • 00:08:23
    Tight Possession 86 above module
  • 00:08:25
    Will complete subsequent turning motion faster
  • 00:08:28
    This threshold's impact on turning time is 6/60 second
  • 00:08:31
    That is 6 frames
  • 00:08:34
    Back to this table
  • 00:08:35
    Does it mean Tight Possession can be boosted to 103
  • 00:08:38
    To reach fastest turning threshold?
  • 00:08:40
    Actually I think we can't draw this conclusion
  • 00:08:43
    Because this is only in specific scenario
  • 00:08:45
    Specific turning angle test
  • 00:08:46
    Result
  • 00:08:47
    If changed to like shown on screen
  • 00:08:49
    Turning from another angle with weak foot
  • 00:08:51
    Will have different thresholds
  • 00:08:53
    And in such turning tests
  • 00:08:55
    Difference between 104 and 99 Tight Possession disappears
  • 00:08:59
    So conclusion is Tight Possession above 99 for sudden stops
  • 00:09:02
    Almost no benefit
  • 00:09:04
    While low-speed turns have some benefits depending on situation
  • 00:09:08
    One thing is certain
  • 00:09:10
    Tight Possession above 86 triggers different animation modules
  • 00:09:13
    Causing qualitative change
  • 00:09:14
    Because in previous sudden stop turn tests
  • 00:09:17
    Also found Tight Possession 86
  • 00:09:19
    This threshold also corresponded to two different animation modules
  • 00:09:23
    Still Tight Possession 86 above animation module
  • 00:09:25
    Will turn body faster
  • 00:09:27
    And this was discovered last year
  • 00:09:29
    Showing in animation engine
  • 00:09:31
    Tight Possession 86 always had some important meaning
  • 00:09:35
    Combining above tests
  • 00:09:36
    We can say
  • 00:09:37
    Dribbling and Tight Possession from 99 to 104
  • 00:09:40
    Value for money is lower than imagined
  • 00:09:43
    If pursuing ultimate ball control ability
  • 00:09:45
    Main value of boosting above 100 isn't dribbling...
  • 00:09:48
    Quick acceleration and sudden stops
  • 00:09:50
    But low-speed spinning and turning
  • 00:09:53
    Why is this so?
  • 00:09:54
    This is unique to ball control three stats
  • 00:09:56
    Ball control three stats are highly related to player animations
  • 00:09:59
    So easily after exceeding 99
  • 00:10:01
    This original engine maximum value
  • 00:10:03
    Benefits don't increase linearly
  • 00:10:06
    For example
  • 00:10:07
    Speed and acceleration are moderately animation-related abilities
  • 00:10:11
    So also have non-linear benefits
  • 00:10:14
    As shown in graph
  • 00:10:16
    Speed benefits halve after 90
  • 00:10:18
    While 90 to 103 has linear growth benefits
  • 00:10:23
    Now boosting speed above 100 still has some value
  • 00:10:28
    While for acceleration above 95
  • 00:10:31
    Benefits halve
  • 00:10:32
    And more abilities aren't determining animation module speed
  • 00:10:36
    These abilities after breaking 100
  • 00:10:38
    Benefits maintain steady linear growth
  • 00:10:40
    Like stamina
  • 00:10:42
    Kicking power
  • 00:10:43
    Passing
  • 00:10:44
    Various awareness stats, etc
  • 00:10:47
    Most typical among these is stamina
  • 00:10:50
    It's unrelated to player animations
  • 00:10:52
    And unrelated to any engine physics
  • 00:10:55
    Through one-bar stamina test method we got following table
  • 00:10:59
    Can see stamina benefits above 99
  • 00:11:03
    Same as below 99
  • 00:11:04
    One point stamina equals one bar stamina gauge
  • 00:11:08
    Full sprint can last 7/60 seconds longer
  • 00:11:11
    This lets us glimpse programmers' design thinking
  • 00:11:14
    Didn't specially design for boost abilities above 99
  • 00:11:16
    Just simply linearly increased
  • 00:11:18
    The underlying parameters upward
  • 00:11:21
    While ball control three stats and dual speed
  • 00:11:23
    Are exceptions because they involve animation modules
  • 00:11:27
    Next let's test kicking power
  • 00:11:28
    To prove abilities not involving animation speed
  • 00:11:31
    All have nearly linear benefits
  • 00:11:33
    Using kicking power for testing is very suitable
  • 00:11:35
    Ball speed involves engine physics properties
  • 00:11:39
    More universal than pure backend stamina bar calculation
  • 00:11:43
    Test method is
  • 00:11:45
    Same charge time
  • 00:11:46
    After shooting test time for ball to travel five grass squares
  • 00:11:49
    To measure ball speed
  • 00:11:51
    Like shown on screen is normal shot situation
  • 00:11:55
    This is purple shot situation
  • 00:11:58
    Measured table shown as graph
  • 00:12:00
    To explain
  • 00:12:01
    For more precise testing
  • 00:12:02
    I not only measured time here
  • 00:12:04
    But also tested corresponding flight distance
  • 00:12:07
    Rather than always processing to same five grass squares length
  • 00:12:10
    This is because limited by engine running at 60 fps
  • 00:12:13
    Actually can't make every test have ball advance exactly
  • 00:12:17
    Precise five grass squares distance
  • 00:12:20
    And this table shows situation with lower ability values
  • 00:12:24
    Table data conclusion is kicking power benefits are very linear
  • 00:12:29
    Ball speed increase from 99 to 103
  • 00:12:33
    And 95 to 99
  • 00:12:34
    90 to 95 are about the same
  • 00:12:37
    Whether normal shot or purple shot
  • 00:12:39
    Both are like this
  • 00:12:40
    Additionally, compared to normal shots
  • 00:12:43
    Purple shots generally make ball speed about 6.3% faster
  • 00:12:47
    One thing worth noting is
  • 00:12:49
    The higher the kicking power
  • 00:12:50
    The less speed increase purple shots provide compared to normal shots
  • 00:12:53
    So from cost-effectiveness perspective, we can say
  • 00:12:56
    Players with insufficient kicking power should use purple shots more for long shots
  • 00:12:59
    While players who already have high kicking power
  • 00:13:01
    Normal shots should be most cost-effective
  • 00:13:04
    Speaking of which, previously tested long shot skill
  • 00:13:06
    Has no boost to kicking power
  • 00:13:08
    Adding linear non-diminishing kicking power benefits
  • 00:13:11
    I think kicking power is a very valuable ability stat
  • 00:13:15
    Power Messi's 103 kicking power is irreplaceable
  • 00:13:19
    Same for other players with kicking power above 99
  • 00:13:22
    Kicking power test proves what was said above
  • 00:13:25
    Most abilities after exceeding 99
  • 00:13:27
    Still maintain linear benefits
  • 00:13:29
    Except ball control three stats involving
  • 00:13:30
    Animation modules are exceptions
  • 00:13:33
    This point might need to wait until next engine version
  • 00:13:35
    When many players reach ball control three stats
  • 00:13:38
    Above 99 before it changes
  • 00:13:41
    So for super elite dribblers
  • 00:13:45
    Players who can boost ball control three stats above 100
  • 00:13:48
    Actually in v2.5 engine no need to pursue ball control three stats
  • 00:13:51
    Above 99
  • 00:13:52
    Allocating points to other abilities would be more worthwhile
  • 00:13:56
    Above is this video's content
  • 00:13:58
    See you next time
Tags
  • Messi
  • dribbling
  • tight possession
  • ability boosts
  • game mechanics
  • player stats
  • kicking power
  • v2.5 engine
  • performance analysis
  • gaming strategy