Ok, let's just recap the basics.
Aggression - Divide the number of punches thrown by 9 and this should give
the
aggression level used for that particular round. Remember to factor in the aggression
penalties if the fighter has used counter or clinch.
Power - divide the number of punches landed by the number of punches thrown,
then divide this number into the number of power punches landed and then divide this number
by 3 and this should give you the level of power used in that particular round.
Here's an example: 36 punches thrown, 12 punches landed - 12 / 36 = 0.33, power punches
= 10,
10 / 0.33 = 30.3, 30.3 / 3 = 10.10 so we can assume that the fighter was using 10 power in that round.
Defence by definition is whatever is left after working out AGG and POW...
Once you have these stats then you can try and replicate the fight that you are looking at in the advanced simulator,
you get to the advanced sim by clicking on practice fights and then clicking the advanced option. If you do not have a fight
report with damage stats on it and you do not know the stats for either fighter then the best you can do is try and guestimate
both fighters builds and then try and match up the punch stats i.e. punches thrown, landed and types of punches landed. The
best way to do this
is by making 2 logical builds for both fighters i.e. if it is a CPer vs a slugger then make a standard cper; SPD>AGL>SPD
with a very light build and then make a standard slugger; STR>AGL>SPD and then tinker around with both buiulds until
you get close to the punch stats from the actual fight. REMEMBER to put the status of each fighter in the box just
below the fighters stats, this is very important as the fighters status
will effect the punch stats considerably, so if the fight is at 110 AP's then put 28 in the box and
so on. This process by its very nature is somewhat hit and miss and is
something that you will improve at with experience; the more fighters that you build and run and the more styles that
you operate, the easier it becomes to make an educated
guess at what your opponent looks like, even without going through the process above.
If you have one fighters stats and have a fight report with the damage information on it then you should be able to get
your opponents EXACT stats or certainly within a
point or 2. What you need to do here is go into the advanced sim, input the stats for the fighter that you have and then
build your best guess of the fighter that you are facing. As above, start out by building a standard version of the fighter
that you are trying to scout and then tinker with it until you can get the damage stats to match.
The key damage stat that you are trying to match is STUN DAMAGE, this is the most reliable measure in
ascertaining your opponents build. You will find that when you have matched up the stun damage, the other damage numbers will
also look very similar to
those in the actual fight, if not exactly the same. This process may require a bit of perseverence and I would
suggest trying each set of stats severla times as the random seed means that you may get slightly different numbers each time
you run the sim. You
should be able to get what you need from the first round of the fight and this will be the most accurate as both fighters
are fresh but you can look at subsequent rounds as a double checking process.
As I said earlier, this process becomes easier with experience and practice so do not be too disheartened if you find
yourelf getting things quite wrong in your early
attempts. I was pretty poor at this when I first started doing it and only after a lot of help from Iain and experience
of successfully running a wide variety of builds did I get to the point where I can accurately scout my opponents.