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MMATycoon

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1 hour ago, Fireballer34 said:

I have the spins I just don’t have the 50 credits but I think it might have given me 10 credits maybe they changed the amount.

Had the same thing so probably was changed, but the text that says 50 Credits was not amended when the change was made.

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  • 4 months later...
53 minutes ago, GatoGuillotine said:

Hi guys,

 

Can I transfer money from my fighters to the manager?

You can, indirectly.

If you run a private gym you can syphon off 1k a week they might be spending elsewhere to train, but running such a gym will cost you more money than you will claw back, like 20k a week unless you are making it a public gym open to enough other fighters to break even or profit.

You can also use Jets, though if you already have a jet you probably knew this, and getting one as a new manager is pretty much spin & win luck.

Then the most available option is "Money Laundering" - which is buying items from another manager who has a shop with one or more items at the max sale value of $300 each, most will request that you contact them prior to making purchases there with your fighter - if they agree then they will state transfer terms, somewhere around 75-85% of what you spend may be returned minus the fee for transfers between managers they will need to pay to send the money to you.

There are several reputable Managers who offer this service, ones who have been around a long time & run long-standing orgs or write for them are generally considered trustworthy, basically folks with a public presence on the forums & a clothing or nutrition shop are probably your best bet.

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  • 2 weeks later...
On 5/3/2023 at 7:23 PM, maurelio said:

Is the learning speed shown in the source code of the fighter's page based on the last training or an average of all of them if the fighter has already trained more times?

It shows the current value of that skill - this includes the starting value, any gains from training sessions and any losses through decline.

If you had started with 110 in punches & had not trained it will show the value you have minus any decrease over time you have incurred.

Best way to figure out a fighter learning speed is with a skill that has only 1 point in it at creation (but not escapes as the speed of that is boosted) and which does not have many other skills boosted by training it, I typically stick to using Kicks, Elbows or Knees for testing purposes.

Put your fighter with the correct coach for the skill 1 on 1 to learn the skill that it has 1 point in.

Coach & fighter max morale, must be 90%+ energy on fighter - ideally 100%.

Train that single session then check.

Go to "my stats", then "skills snapshot", then click on the drop down to select the skill you just trained your fighter in.

Right mouse click on the coloured portion of the bar & "inspect element" - (I use Chrome browser on a desktop PC to do this, it doesn't work from mobile).

You'll see a screen of code for the website appear in a panel to the right of your screen & highlighted in the middle will be some code for the coloured part of the bar you inspected it will look like:

<td width="3.2%" background="images/barred.jpg">&nbsp;</td>

The "3.2%" will be the variable indicator of the size of the bar, or put another way how much skill you gained from that single "ideal" training session, but that's of a 100% bar, and since MMATYCOON skills are 1-150 you will need to multiply the number you see as a % by 1.50 to get a score that reflects the learning speed of your fighter.

The example above would be for a fighter with a Learning speed of 4.8 which is in the average range for an 18 year old creation.

Using the "fast learner" hidden at creation would have added 30 to the base value of this fighter  but if the learning speed of that fighter had been above 4.8% without that boost then some or all of that additional 30 points would have been wasted - which is why "fast learner" at creation is not advised.

You will overall see most fighters land in the "Average" Range & far fewer in amazing or bad (if creating lots of fighters in search of those with fast learning speed).
As a VIP Manager the more you chase fighters with amazing learning speed the more VIP points you will spend in the process. Most managers will pick a range they will not accept less than that fits with how costly they are to gain. So it ultimately boils down to how much money you want to blow on that chase. As a non-VIP manager you'll have to decide how much time you want to spend searching for a fast learner as you can't sack fighters early like VIP can.

Below is a table showing the learning speed range at creation age (using the above methodology):

(NOTE: the bad range is not the lowest minimum possible just where I cut the bottom end of my table off, the top value in each column is the cap - 16, 17 year olds have the same cap as 18 year olds, all fighters begin losing learning speed at 19 0.15 per year).

  18 19 20 21 22 23 24 25
Amazing
7.50 7.35 7.20 7.05 6.90 6.75 6.60 6.45
7.35 7.20 7.05 6.90 6.75 6.60 6.45 6.30
7.20 7.05 6.90 6.75 6.60 6.45 6.30 6.15
7.05 6.90 6.75 6.60 6.45 6.30 6.15 6.00
Great
6.90 6.75 6.60 6.45 6.30 6.15 6.00 5.85
6.75 6.60 6.45 6.30 6.15 6.00 5.85 5.70
6.60 6.45 6.30 6.15 6.00 5.85 5.70 5.55
6.45 6.30 6.15 6.00 5.85 5.70 5.55 5.40
Good
6.30 6.15 6.00 5.85 5.70 5.55 5.40 5.25
6.15 6.00 5.85 5.70 5.55 5.40 5.25 5.10
6.00 5.85 5.70 5.55 5.40 5.25 5.10 4.95
5.85 5.70 5.55 5.40 5.25 5.10 4.95 4.80
Decent
5.70 5.55 5.40 5.25 5.10 4.95 4.80 4.65
5.55 5.40 5.25 5.10 4.95 4.80 4.65 4.50
5.40 5.25 5.10 4.95 4.80 4.65 4.50 4.35
5.25 5.10 4.95 4.80 4.65 4.50 4.35 4.20
Average
5.10 4.95 4.80 4.65 4.50 4.35 4.20 4.05
4.95 4.80 4.65 4.50 4.35 4.20 4.05 3.90
4.80 4.65 4.50 4.35 4.20 4.05 3.90 3.75
4.65 4.50 4.35 4.20 4.05 3.90 3.75 3.60
Mediocre
4.50 4.35 4.20 4.05 3.90 3.75 3.60 3.45
4.35 4.20 4.05 3.90 3.75 3.60 3.45 3.30
4.20 4.05 3.90 3.75 3.60 3.45 3.30 3.15
4.05 3.90 3.75 3.60 3.45 3.30 3.15 3.00
Bad
3.90 3.75 3.60 3.45 3.30 3.15 3.00 2.85
3.75 3.60 3.45 3.30 3.15 3.00 2.85 2.70
3.60 3.45 3.30 3.15 3.00 2.85 2.70 2.55
3.45 3.30 3.15 3.00 2.85 2.70 2.55 2.40

 

Also do bear in mind this would just be the learning speed for a "perfect" 1 on 1 training session, things like how many other fighters you are training alongside during a session, your fighter's morale, energy below 90%, the coach's morale, the coach's relative skill compared to yours and other factors are all things which will reduce the speed at which you gain skill per session.

This learning speed affects Secondary skills and to some degree Primaries but Physicals have static gain-rates (always have the same rate of gain), which is why it is better to focus on secondary skill gain the younger the fighter is then move into training primaries & physicals gradually until a fighter reaches their mid twenties.

Also, skills are generally easier to train from 1-70 than they are from 71-150

And a subjective observation of mine is that it is harder to get a 25 year old at cap than it is a 18 year old, YMMV but I would not be surprised if older fighters are more tightly bound to the average range than younger ones.

 

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18 hours ago, Skuzbukit said:

It shows the current value of that skill - this includes the starting value, any gains from training sessions and any losses through decline.

If you had started with 110 in punches & had not trained it will show the value you have minus any decrease over time you have incurred.

Best way to figure out a fighter learning speed is with a skill that has only 1 point in it at creation (but not escapes as the speed of that is boosted) and which does not have many other skills boosted by training it, I typically stick to using Kicks, Elbows or Knees for testing purposes.

Put your fighter with the correct coach for the skill 1 on 1 to learn the skill that it has 1 point in.

Coach & fighter max morale, must be 90%+ energy on fighter - ideally 100%.

Train that single session then check.

Go to "my stats", then "skills snapshot", then click on the drop down to select the skill you just trained your fighter in.

Right mouse click on the coloured portion of the bar & "inspect element" - (I use Chrome browser on a desktop PC to do this, it doesn't work from mobile).

You'll see a screen of code for the website appear in a panel to the right of your screen & highlighted in the middle will be some code for the coloured part of the bar you inspected it will look like:

<td width="3.2%" background="images/barred.jpg">&nbsp;</td>

The "3.2%" will be the variable indicator of the size of the bar, or put another way how much skill you gained from that single "ideal" training session, but that's of a 100% bar, and since MMATYCOON skills are 1-150 you will need to multiply the number you see as a % by 1.50 to get a score that reflects the learning speed of your fighter.

The example above would be for a fighter with a Learning speed of 4.8 which is in the average range for an 18 year old creation.

Using the "fast learner" hidden at creation would have added 30 to the base value of this fighter  but if the learning speed of that fighter had been above 4.8% without that boost then some or all of that additional 30 points would have been wasted - which is why "fast learner" at creation is not advised.

You will overall see most fighters land in the "Average" Range & far fewer in amazing or bad (if creating lots of fighters in search of those with fast learning speed).
As a VIP Manager the more you chase fighters with amazing learning speed the more VIP points you will spend in the process. Most managers will pick a range they will not accept less than that fits with how costly they are to gain. So it ultimately boils down to how much money you want to blow on that chase. As a non-VIP manager you'll have to decide how much time you want to spend searching for a fast learner as you can't sack fighters early like VIP can.

Below is a table showing the learning speed range at creation age (using the above methodology):

(NOTE: the bad range is not the lowest minimum possible just where I cut the bottom end of my table off, the top value in each column is the cap - 16, 17 year olds have the same cap as 18 year olds, all fighters begin losing learning speed at 19 0.15 per year).

  18 19 20 21 22 23 24 25
Amazing
7.50 7.35 7.20 7.05 6.90 6.75 6.60 6.45
7.35 7.20 7.05 6.90 6.75 6.60 6.45 6.30
7.20 7.05 6.90 6.75 6.60 6.45 6.30 6.15
7.05 6.90 6.75 6.60 6.45 6.30 6.15 6.00
Great
6.90 6.75 6.60 6.45 6.30 6.15 6.00 5.85
6.75 6.60 6.45 6.30 6.15 6.00 5.85 5.70
6.60 6.45 6.30 6.15 6.00 5.85 5.70 5.55
6.45 6.30 6.15 6.00 5.85 5.70 5.55 5.40
Good
6.30 6.15 6.00 5.85 5.70 5.55 5.40 5.25
6.15 6.00 5.85 5.70 5.55 5.40 5.25 5.10
6.00 5.85 5.70 5.55 5.40 5.25 5.10 4.95
5.85 5.70 5.55 5.40 5.25 5.10 4.95 4.80
Decent
5.70 5.55 5.40 5.25 5.10 4.95 4.80 4.65
5.55 5.40 5.25 5.10 4.95 4.80 4.65 4.50
5.40 5.25 5.10 4.95 4.80 4.65 4.50 4.35
5.25 5.10 4.95 4.80 4.65 4.50 4.35 4.20
Average
5.10 4.95 4.80 4.65 4.50 4.35 4.20 4.05
4.95 4.80 4.65 4.50 4.35 4.20 4.05 3.90
4.80 4.65 4.50 4.35 4.20 4.05 3.90 3.75
4.65 4.50 4.35 4.20 4.05 3.90 3.75 3.60
Mediocre
4.50 4.35 4.20 4.05 3.90 3.75 3.60 3.45
4.35 4.20 4.05 3.90 3.75 3.60 3.45 3.30
4.20 4.05 3.90 3.75 3.60 3.45 3.30 3.15
4.05 3.90 3.75 3.60 3.45 3.30 3.15 3.00
Bad
3.90 3.75 3.60 3.45 3.30 3.15 3.00 2.85
3.75 3.60 3.45 3.30 3.15 3.00 2.85 2.70
3.60 3.45 3.30 3.15 3.00 2.85 2.70 2.55
3.45 3.30 3.15 3.00 2.85 2.70 2.55 2.40

 

Also do bear in mind this would just be the learning speed for a "perfect" 1 on 1 training session, things like how many other fighters you are training alongside during a session, your fighter's morale, energy below 90%, the coach's morale, the coach's relative skill compared to yours and other factors are all things which will reduce the speed at which you gain skill per session.

This learning speed only affects Secondary skills, Primaries & Physicals have static gain-rates, which is why it is better to focus on secondary skill gain the younger the fighter is then move into training primaries & physicals gradually until a fighter reaches their mid twenties.

Also, skills are generally easier to train from 1-70 than they are from 71-150

And a subjective observation of mine is that it is harder to get a 25 year old at cap than it is a 18 year old, YMMV but I would not be surprised if older fighters are more tightly bound to the average range than younger ones.

 

Thank you very much, thats an even better explanation than the other thread, I just have another question. Im not VIP yet so I usually right click anywhere and search for "barred" (thats the only line with that word) and multiply the % for 1.5x. Is this the same or Im doing something wrong? Also thanks for the table, it will be very useful in the future

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3 hours ago, maurelio said:

Thank you very much, thats an even better explanation than the other thread, I just have another question. Im not VIP yet so I usually right click anywhere and search for "barred" (thats the only line with that word) and multiply the % for 1.5x. Is this the same or Im doing something wrong? Also thanks for the table, it will be very useful in the future

If you click on the coloured part of the bar for the skill you trained you will automatically have the correct part in the centre of the panel shaded in blue, searching for "barred" will also put you in the right place but is avoidable extra step.

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  • 5 weeks later...

Its not a cap it is just about the quality of training. If your fighters are in Cozad gyms then boxing, kickboxing, muay thai and bjj are very unlikely to improve (especially for higher levels) but if you train at a different gym with better quality people in the gym and trainers then these skills will improve.

It also depend on the age of your fighters and their learning speed. An 18 year old will learn much quicker than someone 25 (on average). 

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5 hours ago, NJFighterz said:

Ayooooo gotta question. So I have been wondering. So I see how all the big boy fighters have 15 as there rating for their best attributes, but all the attributes I have seem to cap at 12 or 11. So like, how the heck did those folks go from 12 to 15

 

Lots of sparring.

 

Upon creation the most points allowed to be put into any one ability is 110 (12)

The cap for training is 150 - the "Elite" (15) tag is met by reaching 140 skill but you can go up to 150.

The simplest way to look at it is that:

Training, via sparring sessions raises Primaries (Boxing etc)

Training via Circuit training raises Physicals (Agility etc)

Training via coaches raises Secondaries (Punches etc)

 

There are however "secondary effects" of some skills training, for examples;

Training Muay Thai will also give some small training in kicks, elbows & knees.

Training Defensive Grappling will give some small training to Flexibility/BJJ

Training Escapes will give some small training to Agility/BJJ

Training Transitions will give some small training to Flexibility/Wrestling

Training Takedowns will give some small training to Agility/Wrestling

Training Punches will give some small training to Boxing

Plus some others.

 

There is a Skill-Point cap which is set upon creation, this score is randomised between 77% & 80% of the mathematical total, designed to make fighters have to choose where they train & create some build variety.

23 skills, 150 points per skill = 3,450

80% of 3,450 = 2,760 Maximum Cap

77% of 3,450 = 2,656 Minimum Cap (rounded down)

 

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18 hours ago, Skuzbukit said:

 

Lots of sparring.

 

Upon creation the most points allowed to be put into any one ability is 110 (12)

The cap for training is 150 - the "Elite" (15) tag is met by reaching 140 skill but you can go up to 150.

The simplest way to look at it is that:

Training, via sparring sessions raises Primaries (Boxing etc)

Training via Circuit training raises Physicals (Agility etc)

Training via coaches raises Secondaries (Punches etc)

 

There are however "secondary effects" of some skills training, for examples;

Training Muay Thai will also give some small training in kicks, elbows & knees.

Training Defensive Grappling will give some small training to Flexibility/BJJ

Training Escapes will give some small training to Agility/BJJ

Training Transitions will give some small training to Flexibility/Wrestling

Training Takedowns will give some small training to Agility/Wrestling

Training Punches will give some small training to Boxing

Plus some others.

 

There is a Skill-Point cap which is set upon creation, this score is randomised between 77% & 80% of the mathematical total, designed to make fighters have to choose where they train & create some build variety.

23 skills, 150 points per skill = 3,450

80% of 3,450 = 2,760 Maximum Cap

77% of 3,450 = 2,656 Minimum Cap (rounded down)

 

Ohhhhh ok, that makes sense. I had noticed those secondary effects in multiple ways (like I got some bjj pops by training a dudes sub offense) but so far I've been training and no one's stats have gone over wonderful. I do got one more question tho. Can the non big 4 stats also go over 12? (Like punches sub etc.)

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7 hours ago, NJFighterz said:

Ohhhhh ok, that makes sense. I had noticed those secondary effects in multiple ways (like I got some bjj pops by training a dudes sub offense) but so far I've been training and no one's stats have gone over wonderful. I do got one more question tho. Can the non big 4 stats also go over 12? (Like punches sub etc.)

Every skill has a 150 cap. but you will run into the total skill-points cap before you can max all of them, so you gotta choose which to max out and which to have at a lower level.

So here's an idealised "example" build to show how a fully trained fighter could look, but this is unlikley to be how any fighter actually ends up looking due to how many training methods overlap, so its really just a guide to aim for if this build was what you wanted.

 

Kickboxer example
Primaries 2656 Secondaries 1420
Boxing 146 Punches 110
Muay Thai 150 Kicks 150
Wrestling 140 Elbows 70
BJJ 140 Knees 100
Total 576 Clinchwork 150
Remaining 2080 Striking Defense 150
    Ground n Pound 70
Physicals 2080 Takedown Off 70
Agility 140 Takedown Def 150
Flexibility 80 Submissions 70
Speed 70 Defensive Grap 70
Strength 150 Transitions 150
Conditioning 150 Escapes 110
Balance 70 Total 1420
Total 660 Remaining 0
Remaining 1420    
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To be honest, if you're starting with an 18yo build that you know you will be cooking for a while, an example of what a lot of people do is that they don't start with any punches at all and just train it to supercharge their boxing primary at the same time. As you've realised, training your secondaries up does help increase your primaries - and arguably it does this better than sparring does early on.

You don't usually want to over-spar too early on because it tends to give you a lot of points in other secondaries that you might not necessarily want. The reason this is potentially an issue is because as alluded to above, there is a hidden skill cap for each fighter. If you spread yourself around too many skills, you might not be able to be elite in more than a couple. Sparring is still important, especially a bit later, but something to keep in mind.

And finally, while all skills can go up to 150 points (which is 15++, 15-- is 140 points), it's not a linear relationship. Going from 1 to 11 points is WAY easier than 131 to 141 points. The former you could do in as little as 2 sessions on an ok to good learner. The latter would take a bit more time (especially depending on how old your fighter is).

Subsequently, that's also why you don't generally want to overspar too early. You're getting all these easy points in skills you don't want. A 41 points here, and a 35 points there from oversparring early on adds up eventually.

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  • 2 weeks later...

Might be a stupid question, but does signing a contract in a city that isn't your fighter's base have any negative consequences? 

For example, my fighter is based out of Montreal and I've been offered a contract to fight in an organization based out of Hilo. 

I only ask because there is this warning on the contract page, "Warning! This is not your fighter's current base city!"

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30 minutes ago, Budgellism said:

Might be a stupid question, but does signing a contract in a city that isn't your fighter's base have any negative consequences? 

For example, my fighter is based out of Montreal and I've been offered a contract to fight in an organization based out of Hilo. 

I only ask because there is this warning on the contract page, "Warning! This is not your fighter's current base city!"

it was a thing back in the day but now the location is off, it doesnt matter where you fighter lives, where he fights, where he has to be, the location will stay the same and he wont need a flight to get things done

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1 minute ago, Skenoj said:

it was a thing back in the day but now the location is off, it doesnt matter where you fighter lives, where he fights, where he has to be, the location will stay the same and he wont need a flight to get things done

Awesome, thank you very much. 

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  • 1 month later...
24 minutes ago, PapaRick said:

Is t

49.5% of the time T is,  49.5% of the time T isn't and 1% of the time T neither is or isn't by existing in a fluid quantum state between both poles. Without that 1% neither of the other 2 states could exist in reality as T would then be unable to cycle between the dimensions as its vibrations would cease.

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42 minutes ago, Skuzbukit said:

49.5% of the time T is,  49.5% of the time T isn't and 1% of the time T neither is or isn't by existing in a fluid quantum state between both poles. Without that 1% neither of the other 2 states could exist in reality as T would then be unable to cycle between the dimensions as its vibrations would cease.

Schrodingers t

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