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