These are the gory details of the Web Boxing League Simulator
This document consists of the following parts:
Each fighter has eight abilities --- height (HGT), speed (SPD), agility (AGL), strength(STR), knockout punch (KP), conditioning (CND), chin (CHN), and cut resistance (CUT):
- The fighter's height and reach. A fighter's is considered to be 5 feet + HGT inches tall, so a fighter with HGT of 12 is exactly 6 feet tall.
- The fighter's hand speed and punching technique.
- The fighter's ability to avoid punches.
- The fighter's ability to hurt his opponent and push him around the ring.
- The fighter's ability to get "flash" knockdowns and to follow up and finish an opponent when he's hurt.
A fighter has 3*KP added to his STR when determining stun damage. However, KP is not permitted to exceed STR/3 at the start of the fight. If, at the start of the fight KP > STR/3, the "extra KP" is just added to STR.
Unlike other abilities, KP does not decrease as a fighter fatigues. A tired slugger still has his "puncher's chance". (Note that the KP < STR/3 does not apply after the fight starts.)
- The fighter's endurance and his ability to take punishment.
- The fighter's ability to take a punch and stay on his feet.
- The fighter's resistance to cuts and swelling -- may be high, low, or normal.
Each fighter starts each fight with 10*CND endurance points. For example, a fighter a CND of 11 would start a bout with 110 endurance points.
A fighter becomes less and less effective throughout the fight as he loses endurance points. If a fighter loses all of his endurance points, he can no longer defend himself and the bout ends in a TKO.
A fighter's fighting weight is the weight at which he fights best. A taller, stronger fighter has a greater fighting weight than a shorter or weaker fighter.
Every weight division (except Heavy) has a weight limit. A fighter always makes weight for his weight division.
A fighter can lose up to 0.25*(CND+2)% of his fighting weight without penalty. However, if a fighter must lose more than that, he has to "sweat off" the pounds before the fight, and loses endurance points based on the following formula:
(1 - R*R) * normal enduranceWhere R is the ratio of the division's weight limit to the fighter's minimum safe weight.
For example, suppose a fighter with a CND of 10 and a fighting weight of 200 pounds fights in the Light-Heavyweight division, where the weight limit is 175 pounds. He can lose (10+2)/4 = 3% of 200 pounds (6 pounds) without penalty, so R is 175/(200-6), which is approximately 0.90. Then R*R is approximately 0.81, so the fighter starts the fight with 81% of his 100 endurance points = 81 endurance points.
Note that endurance points lost due to making weight reduce a fighter's abilities due to (fatigue penalties).
The effect of making weight is temporary and lasts only for one bout. The fighter immediately regains his full strength if he moves to a higher weight division.
Just as there is a penalty for fighting at too low a weight division, there is a reward for fighting an opponent who is actually lower.
Whenever one fighter has a higher fighting weight than his opponent, the heavier fighter has his STR increased by 1 point for every 5% in weight difference. Fractions are retained so that, for example, a 103 pound fighter with a 3% weight advantage over a 100 pound fighter would gain 0.6 STR.
However, a fighter does not get credit for weight that he loses in order to make a weight limit. Thus, if a fighter with a fighting weight of 180 pounds fights in the Light-Heavy division with a weight limit if 175 pounds, then his fighting weight is only 175 pounds for that bout.
Advantages for weight are applied before style rules. Thus, for example, a fighter with a 10% weight advantage could gain 3 points of STR if he fights inside against a weaker opponent.
To prevent the heavyweight division from being dominated by 7 foot goliaths, very heavy fighters are penalized as follows: For every 10 pounds in minimum safe weight over 200 pounds, the fighter loses 1 additional fatigue point every round. Fractions are retained so that, for example, a 215 pound fighter would lose 1.5 fatigue points per round.
A fighter does not incur this penalty if he fights in a weight division with a weight limit below 200 pounds -- his fighting weight is automatically reduced in order to make weight.
In addition, no fighter gets any benefit for weight above 300 pounds. A 400 pound fighter meeting a 200 pounder gets the same STR and CHN advantages a 300 pound fighter would get, and a 400 pound get fighter gets no advantages over a 300 pound fighter. (But the 400 pound fighter still incurs the full 20 point per round endurance point loss.)
Each round, a fighter has a fight plan, which consists of several parts -- energy points, (offense, defense, resting, etc) a target area (head, body, etc.), and a fighting style (inside, counter-punching, etc.). A fighter may also choose to fight dirty that round.
First, every round a fighter divides 20 energy points between aggressiveness (AGG), power (POW), defensiveness (DEF). The general effects are as follows:
A fighter may choose to throw head punches, to throw body blows, or to box opportunistically. The general effects are:
Third, a fighter may choose any of the following fighting styles:
In addition, a fighter may choose to fight dirty in any given round. This means intentionally throwing illegal punches, such as low blows, kidney punches, and rabbit punches. When a fighter does this, the amount of damage inflicted on his opponent increases, but he risks being penalized or even disqualified.
If a fighter is fighting dirty this round, he has a 50% chance of being warned by the referee. On the second and all subsequent warnings, the referee will deduct a a point from that fighter's score for the round.
In addition, whenever a fighter is warned, he has a 5% chance of being disqualified and this chance doubles with every successive warning.
A fighter who is not fighting dirty has a small (1%) chance each round of being warned for an unintentional foul blow. Unintentional blows can lead to penalties, but never cause disqualification.
If a fighter is clinching and using a high DEF, he has a (DEF-10)*(DEF-10)% chance of begin penalized for refusing to break a clinch. For example, a fighter with DEF of 12 would have a (12-10)*(12-10)% = 4% chance being penalized.
Fighting styles modify each fighter's abilities and energy point levels in various ways. However, no ability point and no energy point level is ever reduced below "1" for any reason.
The effects of each fighters' fighting style is determined as follows:
For example, consider a fighter with an STR of 12 and an AGL of 8 clinching against an opponent with STR 10 and AGL 10. The fighter gains +1 AGL for clinching, and an additional (12-10)/2 = 1 point of AGL for being stronger than his opponent. So his AGL is increased to 10.
For example, if a fighter with SPD 13 feints against an opponent with SPD 10, the fighter's SPD is increased by a total of 2.5 to 15.5.
For example, suppose that
Furthermore, counter-punching may backfire. If a fighter counter-punches and his opponent actually has a highter SPD+HGT, then his opponent gets an increase in AGL and the counter-puncher gets a decrease in AGL.
a fighter with 10 SPD and 15 AGL with a 5 inch height advantage over
his opponent would gain
The effect of height is determined. The taller fighter has his SPD and AGL are each increased by half the HGT difference. For example, if fighter A has a HGT of 13 and fighter B has a HGT of 10, then A has his SPD and AGL increased increased by 1.5.
Each fighter's STR, SPD, and AGL are reduced in proportion to the number of endurance points he has lost. For example, suppose a fighter began the bout with 100 endurance points but begins the round with 80 endurance points. Then the fighter's STR, SPD, and AGL are each multiplied by 0.8. These values are used for the remainder of the round.
Note that KP and CHN are not reduced by fatigue.
Each fighter gets a luck factor for the round, which is a random number somewhere around "1" - usually between 0.8 and 1.2 - used in various ways described below.
Each fighter inflicts two types of damage on his opponents - endurance damage and stun damage.
Each point of endurance damage causes a fighter to lose one endurance point. Endurance damage is calculated as follows:
End. Damage = POW * STR * sqrt(AGG * SPD) / opp(DEF * AGL)
Each point of stun damage is used to determine if a fighter is stunned, knocked down, or knocked out. Stun damage is computed like endurance damage with two modifications:
Damage is further modified as follows:
These increases and decreases are implemented successively. For example, if a fighter is throwing body blows and fighting dirty in the same round, endurance damage is multiplied by 1.2 for body blows, and multiplied again by 1.1, for a total of 1.32.
"Base damage" is determined before additions or subtractions for target area, chin, or knockout punch. Thus, it is the same as endurance damage except that there is no subtraction for throwing head shots or aiming for cuts, and no addition for body blows.
Base damage is important for determining 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, and 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):
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 depend on the type of injury and on 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, and a gash over the eye causes the fighter to lose 1 point of AGL.
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.
However, a level 4 injury is said to be a broken jaw. 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.
Changes to SPD and AGL due to injury do not take effect
until the following round. Also, no ability is ever reduced
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.
When a fighter sustains 2.5*CHN points of stun damage in a single round, he is knocked out and immediately loses the fight. If a fighter is knocked out, a KO time is computed by comparing the stun damage inflicted on him to his CHN -- a more severely damaged fighter is knocked down more quickly.
When a fighter sustains 1.5*CHN points of stun damage in a single round, he is stunned that round. If a fighter sustains 2*CHN points of stun damage, he is stunned twice that round, at 2.25*CHN points he is stunned three times, etc.
If a fighter is stunned twice in a single round, this is often reported as a single knockdown, but the effect is the same as being stunned twice.
Stuns affects scoring -- a stunned fighter always loses the round (unless his opponent is also stunned) and may lose by 2 or 3 points.
In addition, if a fighter is stunned, knocked down, or knocked out, he loses some of his own offense -- his LUCK factor is multiplied by 0.75 and his punches landed and the damage (both stun and endurance) he inflicts is recomputed. The number of punches he throws is also multiplied by 0.75. This penalty applies only once, no matter how many times a fighter is knocked down, and the penalty applies to only one fighter. If each fighters can potentially stun the other in the same round, only one fighter is penalized -- the fighter with the highest stun-damage/CHN ratio.
Finally, if a fighter is stunned 6 times more than his opponent in a single round (or, equivalently, knocked down 3 more times), the referee will stop the fight and a TKO occurs.
Each fighter lands a certain percentage
of 9*AGG punches, calculated as follows:
Also, jabs are easier to land than other punches, so SPD is increased
by 50% when determining the percentage of jabs that land.
The different types of punches are described below.
This percentage is then further modified as follows:
However, not all punches are equal in the eyes of the judges. The
number of each type of punch thrown is determined by a fighter's POW
and AGG. The first 3*POW punches thrown are power punches. The next
3*POW are right straights and crosses, and the remainder are jabs.
Thus a fighter with AGG=POW throws about the same number of each type of punch.
However, there is a little bit of randomization in the punch distribution
-- just for variety.
PERCENT = SPD*SPD / (SPD*SPD + k * sqrt(k*opp(AGL)))
where opp(AGL) is his opponent's AGL and k is a "fudge factor"
constant computed as 12 + 1/3 of the rating of the two fighters
involved. (Using the rating keeps the punch percentages from
increasing dramatically as the two fighters get more experienced.)
Also, jabs are easier to land than other punches, so SPD is increased by 50% when determining the percentage of jabs that land. The different types of punches are described below. This percentage is then further modified as follows:
However, not all punches are equal in the eyes of the judges. The number of each type of punch thrown is determined by a fighter's POW and AGG. The first 3*POW punches thrown are power punches. The next 3*POW are right straights and crosses, and the remainder are jabs. Thus a fighter with AGG=POW throws about the same number of each type of punch. However, there is a little bit of randomization in the punch distribution -- just for variety.
PERCENT applies equally to every type of punch.
After determining how many punches a fighter lands, the number of punches that miss is further randomized -- these "phantom punches" make it harder to determine what tactics your opponents are actually using.
Each fighter may lose endurance points to fatigue (his own actions, not his oponent's actions).
A fighter's fatigue for the round is equal to AGG + 0.5*POW. However, a fighter can "absorb" up to CND/2 fatigue points without any ill effect. Any points in excess of that are subtracted from his endurance points.
For example, suppose that a fighter with a CND of 10 uses an AGG of 4 and a POW of 6. Then he incurs 4 + 0.5*6 = 7 points of fatigue, but he can absorb 10/2 = 5 points of fatigue. He therefore loses 2 endurance points.
Normally, the effect of fatigue in one round is delayed until the next round. However, if a fighter earns N points of fatigue in a round, and N > CND (his conditioning), then N-CND points of fatigue are applied *immediately*. For example, if a fighter with CND of 10 incurs 15 fatigue points in round 3, his STR, SPD, and AGL would be reduced by 5% ([15-10]/100) in round 3, and then reduced by the remaining 5% in round 4 (for a total of 9% after recovery). However, this rule only applies to fatigue earned from AGG and POW, and not to fatigue for extremely heavy fighters, or fatigue penalties for using styles such as ring or feint. This rule makes it harder to create fighters with CND of 1-3 who absolutely must win in the first round or collapse.
A fighter with a high fighting weight may incur additional fatigue, as described above.
Note that it is possible for both fighters to be KO'd or TKO'd in the same round. In that case, we choose the winner by calculating, for each fighter, the ratio of the stun damage required to cause a KO or TKO to the stun damage actually done. This ratio gives an estimate of how early in the round a fighter was KO'd or TKO'd. A similar comparison is used when both a KO and a TKO are inflicted on the same fighter in the same round.
Three simulated judges reside over each bout. If a bout ends without a KO, TKO, or DQ each judge selects a winner. If two or three judges agree on a winner, that fighter is declared by the winner by decision, otherwise the bout is declared a draw.
The judges select winners based on the following criteria:
Note that the judges estimates of punches landed are randomized somewhat to simulate human error. This results in "majority decisions", "split decisions", and occasional incorrect decisions.
WeBL uses a "10-point must" system. At the end of each round, each judge awards the winner of a round 10 points and awards the other fighter between 7 and 10 points. The winner of a round normally wins 10-9, before any deductions for foul blows or clinching. However, a fighter can win 10-8 or 10-7 for stunning or knocking his opponent as follows:
Each fighter regains 10% of the endurance points he has lost. For instance, if the fighter started the bout with 120 endurance points and has 90 endurance points remaining at the end of round 3, then he has lost 30 endurance points. He regains 3 endurance points between rounds and begins round 4 with 93 endurance points (fractions are retained).
In addition, if a fighter uses less than 20 energy points during
the previous round, he regains an additional 2% of his lost endurance for each point of unused energy. If, in
the previous example, the fighter had spent only 18 energy points in
To keep things from becoming predictable, a fighter's abilities change over time, depending on his performance.
When a fighter loses by KO, the damage he sustains in that round is not counted towards injury points. Rather, he automatically incurs 25 injury points for that round.
Every time a fighter accumulates 500 injury points he loses one ability point.
Note that fatigue (losing endurance from high AGG) does not count towards injury points, only damage sustained from opposing fists.
Also note that when a fighter loses by TKO, he may sustain a lot of damage in the last round. All of that damage is added to the injury point level -- no attempt is made to determine how much of that damage was sustained before the fight was stopped. This same rule applies if a fighter wins by KO or TKO. (This may sound strange and, in fact, it is really a bug, which will be fixed in the next version of the simulator.)
Before each bout, a fighter should choose one ability to train. That ability is increased by 1 point for that bout. If the fighter wins the bout and if his status increases as a result, that ability point gain is permanent. Otherwise, the point is lost after the bout. (But the fighter can train it again for his next bout).
Training does not affect a fighter's weight unless the ability point gain is permanent.
Finally, if a fighter gains an ability point and loses an ability
point in the same session, the gain and loss cancel one another and no change
in ability occurs. Similarly, if a fighter gains two points but loses
one, the only change would be gain of a single ability point, etc.