harvestgreen22 said: Importance priority (Briefly, it can be seen from the table "3":
table 1: Increase the attribute from its initial value to 18, table 2: Reduce the attribute from its initial value to 1, table 3: Subtract Table 2 from Table 1 to obtain the overall importance.
1. Acceleration 、 Pace 、 Work Rate (The Work Rate minimum is 6 . below 6 will result in severe penalties, but above 6 will result in a small increase.)
4. The influence of other attributes has become relatively insignificant. Expand
Can I ask please mate, if you're using Genie Scout (GS) how would you search for players using these attributes, what value would you assign to say Jumping Reach? Sorry little confused with you saying 6 for work rate as a the minimum, would this mean the secondary attributes can be 6 or less?
Exell said: You shoud check all PI in my tactic Expand
Nevertheless, Diaboliq is still based on someone elses base tactic/work whether that be Knap/Gerrard or Korean creators. The whole purpose of these tests are not for people to out do each other, its so that we as a community can come up with the best possible tactic, some may even say, come up a tactic that breaks the ME (I would love that by the way). Now regardless if you feel this tactic is 90% of your work is irrelevant in my opinion, he has added something that has increased the test score and has shown us that something can work like the ACB role and I am pretty sure the rules of this site are if 2 or more changes have been made to the base tactic then you don't have to mention the base tactic creator or tactic, you can class it as your own. Come on mate, its Christmas, ligthen up
ZaZ said: Automatic intensity sends players to rest when "no pitch or gym work". It has the same effect as right clicking and sending them to rest. So, it is up to you if you want to do it manually every match, or to set up automatic intensity to do it for you when players are not at full condition.
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule: - 2x Physical to tilt attribute growth towards physical - 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players) - Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling - Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration. Expand
@ZaZ Hey mate, great work, just to clarify, when using the schedules above, after a game, are you still selecting the starting 11 from that game and setting them to rest?
Also, I'm curious as to why you would have a physical session the day before a game?
CairoCarClub said: Hi @max 737 thank you for sharing but I have 2 questions. First, is that Highway Star tactic by Gerard for FM24, that still works in FM26 beta? And second, how / where to find the compilation of tactics like this, as the "TABLES" tab up top still has no FM26 section in it. Apologies as I'm new here in this forum, thank you Expand
It's not the same tactic as such as FM24, there are some differences with it. Gerrard is also known as Knap, he has his own spreadsheet, you can find him on discord or SI forums, he post's tactic updates regularly on the SI forums
Waccoe said: Very similar to your redemption tactic but this is better won treble with Arsenal and double with Ajax. You got any better tactics than this ? Expand
Quidsta said: Love the tactic, thank you! Anything I can do to get the STC having majority of the chances and shots? Other peoples results have the STC scoring most of the goals which isn't the case for me. Expand
Thank you for the feedback, glad you're enjoying it. I would say it depends on your squad quality, I know that might come across as a lazy answer but if you're not got good enough players then the likelihood is the players aren't making the correct decisions when it comes to the final phase of play
Not sure if this is what you were looking for, but here goes nothing...
Let's assume that a player has 16 Pace for example. The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold. Pace has the following stats: Pts 64, GF 45, GA -59
Thus the formula looks like so:
// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes offScaling = 0.4 // 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes defScaling = 0.2 // calculated via season games and number of attributes, plus some aggregation // GK_SCALING is 3.5 outfieldScaling = 23.85
// you might see a different number in the calculator due to roundings attributeScore = compositeScore(6.26) × outfieldScaling(23.85) = 149.30
If (playerAttribute(16) > threshold(12)) Then totalPlayScore + attributeScore Else totalPlayerScore - attributeScore
If (totalPlayerScore < 0) Then totalPlayerScore = 0 Expand
Thak you for that.
I was getting myself all confused because I thought it was using goals scored from within the game, but now thinking about it, with the players in range views, the goals aren't actually part of the view. I'm a dumbass, apologies but thank you very much for the explanation
Changes-
Added shoot less often to AM roles
Added take more risks to AM roles
Changes-
Added mark position to LW/RW
table 1: Increase the attribute from its initial value to 18,
table 2: Reduce the attribute from its initial value to 1,
table 3: Subtract Table 2 from Table 1 to obtain the overall importance.
1.
Acceleration 、 Pace 、
Work Rate (The Work Rate minimum is 6 . below 6 will result in severe penalties, but above 6 will result in a small increase.)
2.
Jumping Reach 、 Dribbling 、 Concentration 、 Anticipation 、Stamina 、Agility 、 Balance
3.
Composure 、 Finishing 、 Strength 、Aggression 、 Positioning
4.
The influence of other attributes has become relatively insignificant.
Can I ask please mate, if you're using Genie Scout (GS) how would you search for players using these attributes, what value would you assign to say Jumping Reach? Sorry little confused with you saying 6 for work rate as a the minimum, would this mean the secondary attributes can be 6 or less?
Thanks
Nevertheless, Diaboliq is still based on someone elses base tactic/work whether that be Knap/Gerrard or Korean creators. The whole purpose of these tests are not for people to out do each other, its so that we as a community can come up with the best possible tactic, some may even say, come up a tactic that breaks the ME (I would love that by the way). Now regardless if you feel this tactic is 90% of your work is irrelevant in my opinion, he has added something that has increased the test score and has shown us that something can work like the ACB role and I am pretty sure the rules of this site are if 2 or more changes have been made to the base tactic then you don't have to mention the base tactic creator or tactic, you can class it as your own. Come on mate, its Christmas, ligthen up
You changed BCB to OCB and IF to IW and added tackle harder, not that much of a difference, some may say 90% or more is based on Argus
Exactly mate
You're joking right? You literally made a few changes to Argus and didn't mention Gerrard at all on your Diaboliq tactic OP
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule:
- 2x Physical to tilt attribute growth towards physical
- 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players)
- Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling
- Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration.
Thanks for the explanation
Also, I'm curious as to why you would have a physical session the day before a game?
Thanks pal
Here you go mate, just had a few hours on FM26. This appears to be a solid version of the Katana v3.1
It's not the same tactic as such as FM24, there are some differences with it. Gerrard is also known as Knap, he has his own spreadsheet, you can find him on discord or SI forums, he post's tactic updates regularly on the SI forums
https://fm-arena.com/thread/14116-cbp87-451-keelhauling-v8/
Thank you for the feedback, glad you're enjoying it. I would say it depends on your squad quality, I know that might come across as a lazy answer but if you're not got good enough players then the likelihood is the players aren't making the correct decisions when it comes to the final phase of play
Set Piece Coach in charge of Set Pieces. Just means I left the set pieces to the game
Not sure if this is what you were looking for, but here goes nothing...
Let's assume that a player has 16 Pace for example.
The baseline for the tests was 8. Thus the gap between the cap 20, and the baseline is 12. 12 is also the arbitrary penalty threshold.
Pace has the following stats: Pts 64, GF 45, GA -59
Thus the formula looks like so:
// 0.4 for offensive, 0.3 for balanced, 0.2 for defensive attributes
offScaling = 0.4
// 0.2 for offensive, 0.3 for balanced, 0.4 for defensive attributes
defScaling = 0.2
// calculated via season games and number of attributes, plus some aggregation
// GK_SCALING is 3.5
outfieldScaling = 23.85
ptsFactor = Pts(64) / 10 = 6.4
goalsForFactor = GF(45) / 10 = 4.5
goalsAgFactor = |GA(-59)| / 10 = 5.9
attributeScaling = (playerAttribute(16) - baseline(8)) / gapBaselineCap(12) = 0.667
scaledPts = ptsFactor(6.4) × attributeScaling(0.667)
= 4.27
scaledGoalsFor = goalsForFactor(4.5) × attributeScaling(0.667) × offScaling(0.4)
= 1.20
scaledGoalsAg = goalsAgainstFactor(5.9) × attributeScaling(0.667) × defScaling(0.2)
= 0.79
compositeScore = scaledPts(4.27) + scaledGoalsFor(1.20) + scaledGoalsAg(0.79)
= 6.26
// you might see a different number in the calculator due to roundings
attributeScore = compositeScore(6.26) × outfieldScaling(23.85)
= 149.30
If (playerAttribute(16) > threshold(12))
Then totalPlayScore + attributeScore
Else totalPlayerScore - attributeScore
If (totalPlayerScore < 0)
Then totalPlayerScore = 0
Thak you for that.
I was getting myself all confused because I thought it was using goals scored from within the game, but now thinking about it, with the players in range views, the goals aren't actually part of the view. I'm a dumbass, apologies but thank you very much for the explanation