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Knockouts/Stuns Injuries/Fatigue Heavyweights Page 1
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Purpose Of These Files

These files are intended to be used as a supplement to the WeBl Help Files.
Please read the Help Files first.

Knockouts and Stuns

Knockouts and Stuns

When creating a fight plan, you obviously want to avoid being knocked out. The three main components that help keep you from being knocked out during a fight are your fighter's agility, chin, and amount of defense. If you fight in a region that uses lots of kp fighters, you may want to add another chin to your fighter. This allows you to be a little less cautious with your fight plan. Agility affects the amount of punches your opponent lands, and therefore the higher agility, the harder it is to be knocked out. Also the amount of defense you use in a major factor in being knocked out. You don't want to be using 4 DEF against a KP fighter. However, while you can train chin or agility for a fight, there is little that you can do about your fighter's stats for the fight. So, the component that you have the most control over is the amount of DEF that you use. For example, if you are writing a fight plan, you should already have atleast a rough estimate of your opponent's stats, and an idea of what his tactics will be. How do you determine how much defense is needed. To do this, you need an idea of the amount of stun damage that your fighter can take.
Stun Ratio = Stun Damage/Chin

If your fighter has more than 1.5 stun ratio during a round, he is stunned once.
If your fighter has more than 2.0 stun ratio during a round, he is knocked down (equivalent to two stuns).
If your fighter has more than 2.25 stun ratio during a round, he is stunned once and knocked down once (= 3 stuns).
If your fighter has more than 2.375 stun ratio during a round, he is knocked down twice (= 4 stuns).
If your fighter has more than 2.4375 stun ratio during a round, he is knocked down twice and stunned once (= 5 stuns).
If your fighter has more than 2.46875 stun ratio during a round, he is knocked down three times (= 6 stuns). Loss by TKO.
If your fighter has more than 2.5 stun ratio during a round, he is knocked out! KO Loss.

Normally, the idea when trying to create a fight plan is to try and avoid getting stunned. But in many fights, doing this is either impossible, or not going to allow you to win the fight. So what are some tactics that managers use? One example is if you are fighting against a flasher. If your fighter is unable to KO the flashing opponent, even if he allouts, then you need to think about being defensive. What you ultimately want to do, is to avoid the KO, but be able to deal some endurance damage to your opponent. This is because that once you start putting endurance damage on him, he will probably towel, or be an easy knockout for you. But to do this, you must avoid the knockout. Sim this in the practice fights. It might require you to go 1/1/18 in order to avoid being knocked out. You might be able to get away with throwing some body punches, while using high defense. For example if you are only getting stunned once with 1/1/18, then you may try 2b/3/15 (style) in the practice sim. Then as he tires, you can open up a little more. However, remember that his KP doesn't tire.
It is more difficult when facing a fighter like a KP Balanced or KP Dancer. They will be happy to win the fight on points and if you open up too much, they will attack you with high power or even allout. This is where scouting the opponent's tactics really is important.

Injuries and Fatigue


Injuries/Cuts can occur during a fight. These injuries are more than just a cosmetic appearance about the fight report. They can play a role in who wins or loses a fight, and not just by the stoppage of fights caused by cuts.

The chance of opening a new cut is (base_damage * base_damage)/10%.
This is multiplied by 1.5 if a fighter is throwing head punches or aiming at a cut.
It is multiplied by 0.25 if a fighter is throwing body punches.
It also is multiplied by 1.5 if the target has low cut resistance
It also is multiplied by 0.5 if the target's cut resistance is high.
This probability, though, is never greater than 50% (to prevent "infinite cuts")

For example, if a fighter with low cut resistance sustains 12 points of base damage, his chance of being injured is 1.5*(12*12/10)% = 21.6%. If his opponent is throwing head punches, his chance of injury is increased to 32.4%.

There is an additional chance each round of any existing injury being aggravated, equal to the chance of a new injury occurring, with one exception. If a fighter is using the cut target area, this chance is multiplied again by 1.5 (in addition to the 1.5 multiplier the fighter already received), so in effect the chance is 2.25 times the normal chance.

The chance of a incurring a new injury, or aggravating an old injury, is further increased by 0.5% for every fight the fighter has had. Thus, a fighter with 20 fights under his belt who sustains 12 points of damage against an opponent who is head punching has a (1+20*0.005)*1.5*(12*12/10) = 23.8% chance of being cut each round.

A fighter may be injured repeatedly in the same round. If he is injured once, then he has the same chance of being injured a second time, and a third, and a fourth, etc. until he "misses" one injury.

If a fighter sustained an injury in an earlier round, there is a chance that the injury will be aggravated. This chance is equal to the chance of sustaining a new injury that round, but is additional to the chance of a new injury. If the opposing fighter is going after the cut, the chance of aggravating an injury is multiplied by 1.5 (in addition to the 1.5 multiplier the fighter already received.)

If a fighter sustains a new injury that is identical to a previous injury, then the injury is considered aggravated and is not treated as a new injury.

When a fighter is injured, the location and severity of that injury are determined randomly. The following locations are possible (most are equally likely, but swellings are twice as likely as other types of injury):

Bleeding above right eye.
Bleeding above left eye.
Bleeding below right eye.
Bleeding below left eye.
Swelling around right eye.
Swelling around left eye.
Injured nose.
Injured jaw.
The severity or level of an injury is a number from 1-4. When an injury occurs, there is 2/3 chance it will be of level "1", a 2/9 chance of level "2", a 2/27 chance it will be level "3", and 1/27 chance of level "4".

The Effects of an Injury

The effects of an injury depend on the type of injury and on the level of the injury:

Bleeding above or below an eye:
A bleeding injury is called a minor cut, a cut, a serious cut, or a gash according to the level of the injury.
A cut causes a fighter to sustain one point of endurance damage for every level of injury.

A cut over the eye also interferes with a fighter's vision.
This causes the fighter to lose 0.5 points of SPD for every level of injury.
In addition, a serious cut over the eye causes the fighter to lose 0.5 points of AGL.
A gash over the eye causes the fighter to lose 1 point of AGL.

Swelling above an eye.
Swelling always starts at level 1, but every time it is aggravated the level of swelling increases.
At level 4 the eye is said to have swollen shut and cannot be swollen further.
If both a fighter's eyes are swollen shut the fighter loses by TKO.
Swelling can seriously interfere with a fighter's vision.
Starting with level 2, each level of swelling causes the fighter to lose 0.5 points of SPD and 0.5 points of AGL.

Injured nose.
A level 1 injury is a bloody nose, a level 2 or 3 injury is a fractured nose, and a level 4 injury is a broken nose.
For a level 2 or greater injury, the fighter sustains 1 point of endurance damage for each level of injury.
At any level, the fighter fatigues an extra 1 point of fatigue per round to reflect the fact that he cannot breathe properly.

Injured jaw.
Level 1, 2, and 3 injuries to the jaw are reported as "bloody lip", "bloody mouth", and "broken tooth", but they have no effect.
However, a level 4 injury is said to be a broken jaw.The effects of an injury
A broken jaw is a serious and painful injury -- the fighter immediately sustains 10 points of endurance damage.
If this injury is aggravated, the fight is stopped and the injured fighter loses by TKO.

NOTE: Changes to SPD and AGL due to injury do not take effect until the following round. Also, no ability is ever reduced below 1.

When an injury is aggravated, there is a 50% chance that it will be "promoted" to a level 2, 3, or 4 injury. Level 1 injuries are promoted to level 2 2/3 of the time an to level 3 2/9 of the time, and to level 4 1/9 of the time. Level 2 injuries are promoted to level 3 2/3 of the time and to level 4 1/3 of the time. Level 3 injuries are promoted to level 4. (Exception: swelling is always promoted exactly one level, to a maximum of level 3.)

When an injury is aggravated, any endurance damage caused by that injury is repeated. For example a level 1 cut, if aggravated, causes one additional point of endurance damage. If promoted to level 2, it would cause 2 additional points of endurance damage.

If an injury is at level 3 or 4 and a total of 7 or more points of endurance damage have been caused by that injury, the fight is stopped by the doctor and the injured fighter loses by TKO. The fight is also stopped by the doctor if the injury is at level 4 and a total of 6 or more points of endurance damage have been caused.



Heavyweight Division Information

The heavyweight division is a unique division because of the lack of a weight limit and the factors that are affected by the weight. Since there isn't a weight limit in heavies, most fights result in one fighter having a weight advantage over his opponent. This weight advantage gives the heavier fighter a strength and chin bonus. For every 10% of weight advantage, the fighter will gain +1 STR and +1 Chin. However, fractions are retained, so a 15% weight advantage would give a fighter + 1.5 STR and +1.5 Chin. The downside of the weight factor is that for every 10 pounds in minimum safe weight over 200 pounds, the fighter loses 1 additional fatigue point every round. These factors make the heavyweight division extremely different than any other division in WeBL.
These factors have basically made the division be dominated by tall fighters, and KP completely dominates the division. Both of the most sucessful fighter types are discussed below:

Option 1: KP Sissies: The main idea of a KP Sissy is to be able to outpoint your opponent, but to have enough KP as a defensive measure against an allout. I will actually discuss a couple of options to go with the KP Sissies. First option is to start with:
Strength 3 KP 1
Speed 8 Agility 8
Chin 9 Conditioning 15
Height 7'1" Cuts low cuts
Build VH
Build Advantage Disadvantage
Very Heavy Maximizes the weight advantages which increases STR and Chin based on weight advantage bonus. Increases the amount of fatigue that your fighter takes per round. Also makes it more difficult to scout early in career.

With this initial design, you would most likely want to train a couple of agility right away to get the weight down. Then you would want to alternate speed and agility APs until they are both at 14. Add a point of chin whenever you meet a fighter with lots of kp, such as a flasher. By rating/status: 15/15, you should have approximately 11 or 12 chin, 16 conditioning, and speed and agility should be about equal. You can also start adding a point of str for every 2 speed and agility that you add.
Then by status 28, you would like to be something near:
Strength 6 KP 2
Speed 22 Agility 22
Chin 13 Conditioning 19
Height 7'1" Cuts low cuts
Build VH

Option 2: KP Sissy
That is one method for creating a KP Sissy with a Very Heavy Build. Another idea is to create a KP Sissy something like this:

Strength 1 KP 0
Speed 9 Agility 11
Chin 10 Conditioning 14
Height 7'0" Cuts low cuts
Build A Little Light to VL
Build Advantage Disadvantage
A little light or Very light Minimizes the amount of fatigue gained. Since you won't be going for KO, the Str and Chin bonus are not as needed You do miss out on the chin bonus for being heavier than your opponent.

Train Str and KP immediately to get it up to 3 and 1. Then train speed in order to get that equal (or some people prefer speed to be 1 or 2 higher than agility). Then train it to be very similar to the example above.

KP Dancers:
A KP Dancer at the heavyweight division can take shape one of several ways. It can start as a KP Sissy and ultimately work its way to a KP dancer. Or it can start off with a little bit higher stats, for the Str and KP. This option will be discussed here:

Strength 6 KP 2
Speed 8 Agility 8
Chin 11 Conditioning 14
Height 6'9" Cuts low cuts
Build VL
Build Advantage Disadvantage
Very Light Maximizes the height of the fighter, and minimizes the fatigue. Also allows for better use of counter or feint, as well as outside. The STR and Chin bonus could be beneficial for a well timed allout, or KO flurry late in a bout.

This fighter would basically want to follow the paths above. They would want speed and agility to be the two higest stats. Either they should be equal or speed possibly 1 to 4 above. Some managers will shoot for either 9/3 STR:KP setup, while some will shoot for a 12/4 STR:KP setup. A possible outlook for a heavyweight KP Dancer at 28 status could look something like this.
Strength 12 KP 4
Speed 23 Agility 19
Chin 13 Conditioning 17
Height 6'9" Cuts low cuts
Build VL

Depending on your preferences, you may want to get the conditioning up to 18 or at most 19. The fight plan is a little different than a KP Sissy. With a KP Dancer, the KP can be an offensive weapon. Try to win rounds by points, and if your opponent start to increase their punchcount or lowers their defense drastically for a power attack, then you can go for the KO due to the increased KP. Counter and feint both work well in trying to get the knockout.