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Hints & Tips

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Black Spirit Fri Nov 21, 2008 10:11 am

Buried Alive: You have to drag your opponent out of the ring and bury him. It's based on LMS because you will be able to win when your opponent can not fight back anymore, so no pinfalls and no tapping. If you're good with LMS then you'll do fine with this.

Caskter Match: You have to lock your opponent inside a casket and when you do so, something really cool happens (I won't tell, you'll have to find out Razz ) Just like in the Buried Alive, there are no pinfalls and no submissions. This is good for those with a high Pin bonus.
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Post  SJ Dixon Sat Nov 22, 2008 7:45 am

Does anyone know if you get extra points or other benefits from triple threat/three way dance matches? Due to beating two people rather than just one.
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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Black Spirit Sat Nov 22, 2008 10:50 am

No extra points from those matches, Dixon. Now that you mention it, I hate Triple Threats because I bet one guy up and then the other guy sneaks and steals the win Evil or Very Mad

In the other hand, I've been challenged to only 2 Three Way Dance and I've won it both.

Now here comes my question... How do you choose your two opponents in those matches? I've never seen t Rolling Eyes hat.
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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Sat Nov 22, 2008 3:22 pm

you can't choose your 2 opponents, you can choose 1, and than the second one is random but he has to be the same level and 100+/- mod, (i asked a moderator once Wink )

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Black Spirit Sat Nov 22, 2008 4:56 pm

Wow! Tricky!
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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Mon Nov 24, 2008 11:22 am

I need some help with my finishers,probally i will remake all.My AD gain is 22 (probally i will buy inner rage today)
Here is my finishers:
Supreme Headbutt (level 14)
Points: 1233,36 - Winning: 18%
Damage: 14,67 - 293,7 Attack Bonus: 10
Bleeding % chance: 1
Required Adrenaline: 430
Required Wrestler Status: Always
Required Position: Groggy

Donnout Bite (level 10)
Points: 413,66 - Winning: 13%
Damage: 21,59 - 194,32 Attack Bonus: 7
Bleeding % chance: 1
Required Adrenaline: 605
Required Wrestler Status: Always
Required Position: Grounded

You Will Lose (level 3)
Points: 5,44 - Winning: 17%
Damage: 1 - 1 Attack Bonus: 20
Pin Bonus: 88,18
Required Adrenaline: 777
Required Wrestler Status: Red (10%)
Required Position: Stunned

Any adivice?

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Mon Nov 24, 2008 1:28 pm

Supreme Headbutt (level 14)
Points: 1233,36 - Winning: 18%
Damage: 14,67 - 293,7 Attack Bonus: 10
Bleeding % chance: 1
Required Adrenaline: 430
Required Wrestler Status: Always
Required Position: Groggy

Make sure the damage you cause is close together, Cause 999/999 is better then 45/999.

Donnout Bite (level 10)
Points: 413,66 - Winning: 13%
Damage: 21,59 - 194,32 Attack Bonus: 7
Bleeding % chance: 1
Required Adrenaline: 605
Required Wrestler Status: Always
Required Position: Grounded

Same as Above

You Will Lose (level 3)
Points: 5,44 - Winning: 17%
Damage: 1 - 1 Attack Bonus: 20
Pin Bonus: 88,18
Required Adrenaline: 777
Required Wrestler Status: Red (10%)
Required Position: Stunned

Pin bonus is also good when it is on 10, increase the damage, and make sure you can always use it, instead of red 10%
My pin finisher for example: ( I always hit it 3/4 times in a match )
Bull Pin (level 13)
Points: 340,9 - Winning: 14%
Damage: 81,58 - 81,58 Attack Bonus: 5
Pin Bonus: 5
Required Adrenaline: 275
Required Wrestler Status: Always
Required Position: Groggy
Level Progress: 93,04%

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Black Spirit Mon Nov 24, 2008 10:55 pm

Quarion: please specify what kind of finisher is each one (Pin, Sub or DD).

BBJ: You should check on that Finisher too because Pins Finishers are meant to finish matches, not to weaken your opponent (Subs and DD are meant for that), because when you hit a Pin move, your opponent has more chances to counterattack. You should set that finisher to hit when your opponent is stunned which occurs when your opponent is almost done, and save it for Red or Orange, not Always.

Attack Bonus should never be less than 20% because lower than that makes it easy to dodge that finisher.

I've got a Pin Bonus too and it's Winning is above 60%. That means that 3 out of 5 times I hit it the match is over. Most of the times my opponent is able to get up I only go for another pin maneuver and the match is oifficially over.
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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Tue Nov 25, 2008 11:24 am

Supreme Headbutt and Donnout Bite is DD finishers,You Will Lose is a pin finisher

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Black Spirit Tue Nov 25, 2008 12:44 pm

OK, Quarion. Your 2 DD finishers are too low in Attack Bonus (Look my other post).

Your Pin should have more Damage. 17% Winning says that less than 1 out of 5 times you hit it you win the match Mad . Set it with less Pin Bonus and more Damage and you will see it working better. Wink
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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Tue Nov 25, 2008 5:53 pm

I will remake all of my finishers thursday when my str will lvl up,and my AD gain will become 26.
I will make finishers in Groggy and Grounded positions,they will be DD finishers.
The last one will be a Pin finisher in stunned position.
Of course in all DD finishers i will put 20 in attack bonus.But i don't know if i will focus high cost adrenaline finishers (with high dmg) or medium/low cost (with low dmg).The pin finisher i will make with 50-50 dmg,20 atk bonus,60 pin bonus in stunned position and i will set him for 25% hp or less.I nedd some help with DD finishers =/.

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Thu Nov 27, 2008 6:56 am

alright guys, i'll share some hard earned wisdom about the game with you. some of the things i'll write state the exact opposite of things already been written, but i experimented a lot on both the normal and the hardcore version, including like 6 resets and testing all classes for the last year.

Finisher costs:

Try to keep the adrenaline cost ast about 20 to 25 times your adrenaline gain. Strengths can easily go on 25 to even 30 times the adrenaline gain and still hit pretty often. For other classes i'd suggest not to go for more then 25 times the adrenaline gain.

Finisher stats:

this is very controversal, but here's what i found out. the best position for finishers definitely is stunned, everybody should have a finisher for this position. For the 2 others, it depends on your class a bit, but i always choose one of the 2 other finishers to be both running, it happens more often then you ould think, and you got a neat 400 more adrenaline to work with. this will make for huge finishers even with low adrenaline gain.

Damage - i always set minimum damage to 1 point. the only exception to this would be a 100% bleeding finsiher hitting 20-20, if ur a strength with tons of adrenaline you could be going for this to knock ppl out like hell, just remember bleeding won't happen before the opponent turns blue.

so, why minimum dmg. 1? easy - minimum dmg. costs way to much adrenaline, and, that's a funny fact - finishers tend to hit towards the higher end of the dmg. range. I had a speed wrestler for about 3 months, with a finisher that did like 1-200. i studied all the matches and found out, he was hitting mortal with it over 70% of all executions. rarely did a devastating or hardcore show up, and even less often anything below devastating.
so just save those points on minimum dmg., it will make your moves so much cheaper and you can add to max dmg.

for submission moves:
i tried all possible ways of submission finishers, this is what i found out:
a higher submission bonus won't skyrocket your sub hold dmg. i had my finisher with a sub - bonus of 220+, as well as an sub bonus over skills of 80+, but i wasn't even hitting ripping by that time, which i should have taking into account what sub. bonus you'd normally need to get it. yeah, ppl should tap out like sissys when in that finisher, but there's another problem : sub bonus has hefty costs. your initial dmg. will be low on such a move. low initial dmg. menas low further sub dmg., it's kinda linked together, this i can tell for sure. also, if the initial dmg. of ur move is higher, the chances op getting an injury seem to be higher.
Just go with a sub bonus of 5-10, it will perfectly work for balance and tech wrestlers, and don't you upgrade that any further.

Attack bonus - here's a complete different thing to what Blackm Spirit posted earlier. Attack bonus is crap. don't invest to many points in here. 20 is far to high already. i'd never go for a higher attack bonus then 10, as strength or balance you can go for as low as 1 attack bonus, and will still hit most of the time. spare those points and use it in max dmg. it really doesn't make a difference, i tested it so many times and read about it in the official forums several times.

bleeding bonus - if u go for a DD move, set Bleeding to at least one, if you got some nice bleding bonus over stiff blow, it will stack and is worthy those few points. don't go for something like 50% bleeding bonus or such - to high costs. either go 1, or go all out, as i described above, with a 100% bleeding move.

pinning bonus is definitely the most useless stat. same goes for pinning resistance btw. the effect of those skills is so low that it's not even worth mentioning. stamina will help you braking pulls far better, along with serving much more purposes. never ever spend points on pinning bonus / resistance as a skill - unless your a speed wrestler with lot's of pinning bonus, you can stack that up with ur finisher to get pinfalls on even blue opponents. which will win you a lot of matches, but won't serve any good since short matches give a low ammount of stars, anyways.
As any other class then speed, and to some extent balance because of versatility, don't raise that pinning bonus higher then 5-10 on your finishers. the first 10 points seem to have a slight impact, while anything further doesn't.

Trademarks and Moveset:

there are only a few positions worthy of having a trademark in. 2 positions should be used by ANY class, which are grounded and groggy. those 2 positions appear most often during a match, and your moves will level up quick and become very strong. the third position depends on your class. while balance wrestler get standing moves in pretty often, and speeds get some really nice stunned moves as well as the running positions, most should consider bent down as 3rd trademark. bent down has big moves for all of the classes and happens fairly often.

Also, studying the move table on the site ( found under rules & help) can help you working towards specific moves you want as trademarks. with haqim for example, first thing i did was going for the sharpshooter, as i would raise my block and mastery anyways, to get agood trademark move along with some good survivability.
plan ahead where you can, it will help to improve your wrestler a lot.

One more thing in generel: Stamina is the name of the game. If you have to choose between stamina and anything else, go stamina. also lightness is one of the key skills in the game, since you will consume lots of stamina performing big damaging moves, and it will let you keep up your attack / dmg. / sub / DR up longer.
Also, lightness cannot be purchased with exp. Always invest in this stat when possible.

Advanced tech & special abilitys:

don't buy any special abilitys - except for stamina if you really want some. the money is not worth it and better invested in entrances.
Advanced Tech - stamina all the way. there is no other way to gain heeps of stamina that easily.
other considerable Techs are adrenaline gain, mortal submission for techs and sub - specialised balance wrestlers, as well as HP. if you want to push some more defensive stats, go for block if you really need it.
Block is superior to dodge btw, which is confirmed by the community, and a lot of testing from my side as well of course.

If you need any further help in building your wrestler, just pm me ingame or leave a message here.

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Thu Nov 27, 2008 9:26 am

Thx for adivice haquim,i will remake my finishers today,and will post here,just leave a opinion after i post.

MY NEW FINISHERS:
Quarion Special Combo (level 6)
Points: 0 - Winning: 0%
Damage: 126,94 - 126,94 Attack Bonus: 15
Bleeding % chance: 1
Required Adrenaline: 915
Required Wrestler Status: Always
Required Position: Grounded

You Will Lose (level 3)
Points: 0 - Winning: 0%
Damage: 125,97 - 125,97 Attack Bonus: 15
Pin Bonus: 10
Required Adrenaline: 845
Required Wrestler Status: Red (10%)
Required Position: Stunned

I got 26 AD gain.

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Thu Nov 27, 2008 7:21 pm

Uhm... Quarion... Dude. Those moves are completely worthless, sorry to tell you.

26 adr gain... you can consider yourself lucky if you ever get a finisher with the cost of 900+ in.
why? 26 adr. gain means, that on each of your moves, you get 26 adrenalin. if your opponent does a move, you will get half of your gain as adrenalin. now try to do the math. 10 times 26 is 260. take that times 3, and you got 780. now, if your opponent will get in like 10 moves, you'll still need to hit with 30 yourself. not to mention how logn you'll have to wait if you don't get any hits in at all.
Also, try reading the suggestion about finishers damage in my above post, and rethink your minimum dmg.

Don't take that personal, i'm just trying to help fellow eXcess wrestlers Wink

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Post  Guest Sun Nov 30, 2008 9:15 am

Haqim dude, you inspire me! i remade my finisher, im a strenght wrestler with 64 ADG hope you like my finisher and let me know what you think Wink

Final Blow (level 9)
Points: 0 - Winning: 0%
Damage: 59,96 - 1099,45 Attack Bonus: 20
Bleeding % chance: 1
Required Adrenaline: 1770
Required Wrestler Status: Always
Required Position: Stunned
Level Progress: 34,74%

I did 20 attack bonus anyway becuz i get attacked by alot of speed and techs the last couple weeks and 100 adrenaline isnt much for me anyway

grtzzz hunter10

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Post  Guest Wed Dec 03, 2008 5:58 am

seems alright Hunter, you should be hitting that move with a fairly high chance.
Just remember, if you get in a 1k dmg. move, your own stamina will drain like a piece of butter in the desert, you better be pinning after this one^^

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Post  Guest Wed Dec 03, 2008 9:01 am

I will wait my str raise up to 33 and i get inner rage lvl 2 and will remake my finishers again.Now like Haquim said ;P.

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Post  Guest Wed Dec 03, 2008 10:13 am

yes, im working on my stamina, its already 350+ and im about to buy 40 points with advanced technique

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Post  SJ Dixon Fri Dec 05, 2008 6:18 pm

Does anyone know how to post a picture on the other forum? Does it have to be on photobucket or something first??
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Post  Guest Fri Dec 05, 2008 7:07 pm

just post the html(doesnt matter wich site) between Hints & Tips - Page 2 ....

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Hints & Tips - Page 2 Empty Off subject

Post  Guest Tue Dec 09, 2008 6:26 pm

Well, I might change the subject..What do the modifiers mean?

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Hints & Tips - Page 2 Empty Re: Hints & Tips

Post  Guest Tue Dec 09, 2008 6:43 pm

Depends on what modifiers you are talking about^^

in generel there are 2 kinds of modifieres.

1. percent modifiers. They add a certain percentage to the described things, as Direct Damage oder Submission dmg. e.g., or reduce things by percentage, like stamina consumption or Damage recieved.

2. numeric modifiers. Well, i don't really know how to call them, but they just add points, not percent, to a certain stat. Block, dodge, Attack bonus are such modifiers.

Now, while the percent modifiers are pretty simple (e.g. you got a 100 dmg. move and 10% increased damage - that move would be hitting for 110 in theory), those numbers are more complicated. For most stats there is a counterpart, and those numbers are then compared during a battle.

example: Your attack bonus through the unstoppable blow skill is 20. you got a move with an attackbonus of 40. that adds up to a total attackbonus of 60 when using that move (and you are at full stamina, but that's more complicated). Now that attackbonus will be compared to the opponents dodge / block. If he beats your attack bonus, he will then basically block/ dodge. BUT - you will have to count the defensive stat double when comparing. this applies for Dodge, block, escape sub ond pinning resistance.

Does that mean an opponent with block 50 will block all attacks if u got 0 attackbonus? No, it doesn't, but he will block pretty often. there still is some kind of randomness in it, but that's how it basically works.

Btw: concerning Block and Dodge. As i said earlier, block is superior to dodge. most people spend points on both stats, which is absolutely ok, but the way those two influence each other is this:
the higher defensive stat is checked first. there's a certain chance ( see above for probabilities) to avoid the attack. If you do not avoid it, the second stat is then checked seperately. if you start calculatring now:
yes, maxing one stat is more effective then spending points in both, but it's much more expensive, and the benefit is minimal.

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Post  Guest Tue Dec 09, 2008 6:54 pm

Thx for the reply Haqim, but I was asking about this modificator:

Haqim
Modificator: +200 / -0

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Post  Guest Tue Dec 09, 2008 7:22 pm

if you win you will get
+200 Wrestling points
If you lose you will lose
-0 wrestling points Wink

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Post  Guest Tue Dec 09, 2008 8:01 pm

i think zakhyo want know how system calculate the +200/0 modificator.

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