Zippo
Glennson said: Will important matches hidden atribute be tested too? Might also impact a lot.
There's only one hidden attribute that directly affects a match result, it's Consistency and it's been tested already.

Bafici said: @Zippo How many matches are played in the tests? A 38-game season?
As usual, everything was tested for thousands matches but then the data was translated for a standard season of 38 matches, to reflect what difference you can expect during a standard season of 38 matches.
Glennson said: Can you test this with the top corner tactics from Mark in the set piece section aswell?

We've tested it and found out that the set pieces you purposed gave a better result that our so I updated the 1st post and put the better set pieces as the example instead of our.



But please guys, don't offer to us here any other set pieces for testing because at the current moment we aren't doing any set pieces testing and this thread has a different purpose.

The purpose of this thread is not to test set pieces but just to draw people's attention to fact that the importance of the set pieces should not be overlook and they should not be delegated to the staff because handling it yourself can give a nice boost to the result.
Glennson said: Can you test this with the top corner tactics from Mark in the set piece section aswell?

Upload here the routine you were talking about and we'll test it.
Hey,

In FM you can delegate control over the Set Pieces to your staff.

But delegating control over the Set Pieces to your staff might be not a good idea because we tested that and found out that even the most skilled coaches in the game which have associated attributes at "20" level do worse then you can do.

In the table bellow you can find the result of an assistant manager with all "20" attributes and the following set pieces made by Knap and CSTG KANE:

Attacking Corners - "Attacking Corner Best Hits From Knap AzureV3"

Defensive Corners - "Corner defend Best Hits FROM CSTG KANE!"



As you can see taking control over the set pieces gives a nice boost to the result, it improves the score points by 7 points comparing to when the assistant manager handle the set pieces even he's got all the attributes at "20".




Below you can find the corners set pieces that we used in the test.


*Attacking Corners*
Attacking Corner Best Hits From Knap AzureV3





*Defensive Corners*
Corner defend Best Hits FROM CSTG KANE!
Corner defend Best Hits FROM CSTG KANE!.fmf
Downloaded : 1,165 times
Uploaded : Jan 8, 2025
Attacking Corner Best Hits From Knap AzureV3.fmf
Downloaded : 1,139 times
Uploaded : Jan 8, 2025
pixar said: What about goalkeeping attributes?

Probably, at some point we'll test GK attributes too but it has a low priority.

VenEttore said: Thanks for your great work so far! The new tests involving condition and morale have suddenly got me wondering about "Team Cohesion" in the Dynamics tab. The text seems to imply that player performance is amplified with each other when Team Cohesion is high, but I now wonder if this is also decorative

Team Cohesion has been tested already - https://fm-arena.com/thread/9943-fm24-team-cohesion-good-vs-excellent/

But for a better visibility I've also added Team Cohesion's result to this thread.
Jolt said: @Zippo Are you going to test 2 or 3 attribute combinations?

We've tired testing attributes in combinations, assuming that one attribute might somehow amplify another, but we found out that wasn't the case so there's no point testing attribute combinations.
pixar said: Could we also test qualities such as height, personality, and morale?

Yes, some of the attributes you mentioned are on the list. Specifically, we're also planning to test the Position Rating, Consistency, Morale and probably, Conditions too.
AIK said: 2. Are these tests done with "Consistency: 20" across the board?

Yes.

AIK said: 1. We're missing Tackling from the list currently.

Don't worry it's also in the queue for testing. :)
AIK said: Just thinking if I, for now, are fine by taking all the results and simply do an addition of each step ((64 points / (20-8=12)) = 5.333) per step, for Pace/Acc as an example). So 9 pace is 5.33, 10 pace is 10.66, 11 pace is 15.99 etc etc.

Yes, that would be a quite accurate estimation. Even if it's slight off then I wouldn't worry, it's not a big deal, no one dies that's for sure, we aren't doing a brain surgery here :D
VenEttore said: Just to confirm, are these results for any player regardless of position or role?

This test is only for outfield players. GK is excluded from the test.

All the outfield players in the human controlled teams in our tactic testing league at the same time get their default attributes changed and tested with 2 values( 8 and 20 ) and then we measure the difference between "8" and "20" values.
nios said: So what's the conclusion from these tests?
- Aggression, Bravery, Flair, Teamwork, Vision, Off The Ball, Positioning are the useless attributes?


Yup, those attributes are "decorative" attributes that don't do anything "inside" matches.
nios said: Can't find the post you made the other day, about capped and uncapped attributes.
You said something that some attributes make a difference all over from 8 to 20 and some attributes make a difference from 8 to 14 and no difference at all past that.
Also there are some attributes that make no difference at all from 8 to 20.


Yeahh, I said that earlier but more testing proved that it was an incorrect assumption. I'm taking it back.
sponsorkindest said: thanks for the awesome work! just a suggestion, we know that finding attributes at value 20 is unlikely in the game. So if possible, please check the behavior at value = 15.

Hi,

Our the most recent research of the subject confirmed that the relationship between improving the attributes and the result changes is kind of linear.

For example, if improving Pace from 8 to 20 improve the result by +64 points then improving Pace from 8 to 15 points would improve the result by +37 point.

You can easily calculate it yourself for any attribute level you want.
Methodology
We test each attribute one by one at 2 states, at value "8" and at value "20" then after increasing the value from "8" to "20 we measure the difference for the result.




*Physical*
Pace: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +64) | (Goals For +45) | (Goals Against -59)

Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +64) | (Goals For +49) | (Goals Against -48)

Stamina: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +19) | (Goals For +9) | (Goals Against -16)

Jumping Reach: increasing this attribute from "8" to "17" improves the result on 38 matches distance by
(Points +16) | (Goals For +14) | (Goals Against -8)

Balance: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +13) | (Goals For +10) | (Goals Against -8)

Strength: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +10) | (Goals For +7) | (Goals Against -5)

Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For +6) | (Goals Against -6)

Natural Fitness: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For +2) | (Goals Against -2)







*Mental*
Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +18) | (Goals For +15) | (Goals Against -10)

Work Rate: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +12) | (Goals For +6) | (Goals Against -10)

Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +9) | (Goals For +4) | (Goals Against -8)

Determination: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -5)

Decisions: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)

Composure: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)

Aggression: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Bravery: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Flair: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Teamwork: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Vision: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Off The Ball: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Positioning: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Leadership: increasing this attribute from "8" to "20" doesn't make any difference for the result.







*Technical*
Dribbling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +19) | (Goals For +25) | (Goals Against -3)

Finishing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For +8) | (Goals Against -1)

Long Shots: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For +7) | (Goals Against 0)

Heading: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +5 | (Goals For +5) | (Goals Against -1)

Crossing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +4 | (Goals For +5) | (Goals Against 0)

First Touch: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +3) | (Goals For +2) | (Goals Against -2)

Passing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For +4) | (Goals Against 0)

Technique: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)

Tackling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For 0) | (Goals Against -2)

Marking: increasing this attribute from "8" to "20" doesn't make any difference for the result.






*GK Attributes*
Reflexes: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For 0) | (Goals Against -10)

Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For 0) | (Goals Against -8)

Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For 0) | (Goals Against -3)

One On Ones: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.3) | (Goals For 0) | (Goals Against -1)

Aerial Reach: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Command of Area: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Communication: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Handling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Positioning: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)

Pace: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Consistency: increasing this attribute from "8" to "20" doesn't make any difference for the result.

Rushing Out(Tendency): increasing this attribute from "8" to "20" doesn't make any difference for the result.






*Set Pieces*
Corners: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.5) | (Goals For +1) | (Goals Against 0)

Free Kick Taking: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.5) | (Goals For +1) | (Goals Against 0)

Penalty Taking: The attribute hasn't been tested yet.

Long Throws: The attribute hasn't been tested yet.





*Hidden Attributes*
Consistency: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +10) | (Goals For +8) | (Goals Against -8)






*Position Rating*

Position Rating: increasing Position Rating from "Accomplished(15)" to "Natural(20)" improves the result on 38 matches distance by
(Points +6) | (Goals For +5) | (Goals Against -5)




*Morale*

Morale: increasing Morale from "Okay(10)" to "Perfect(20)" improves the result on 38 matches distance by
(Points +2) | (Goals For +1) | (Goals Against -3)





*Conditions*

Conditions: increasing Conditions from "Good" to "Peak" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -5)






*Team Cohesion*

Team Cohesion: improving Team Cohesion from "Good" to "Excellent" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -4)
CBP87 said: Ah!!! Posted the wrong tactic @Zippo @Droid any chance this thread can be deleted please. Thanks

Hi,

No, deleting the thread is not an option here because computing power was used to it and it should not be wasted.

You just need to update the 1st post with proper screenshots.

Cheers.
Here's another example.

let's say you upload a 4-2-4(DMs) tactic and after only 1 run(400 matches) it scores 50 pts, obviously, after such low score for 4-2-4(DMs) formation our tactic testing algorithm would stop testing it further.

Let's assume that the hitting 50 pts after the first 400 matches was very unlucky event and if we continue testing the tactic further up to 4,800 matches it would ended with a higher score about 60 pts but our tactic testing algorithm won't be testing it further because he knows(based on the statistic) that yes, probably, if it were tested further up 4,800 matches it could improved the score from 50pts to 60pts but anyway the score still would be lower than the highest score for the formation which is 63.2 pts at the current moment.

I hope it helps.

Cheers.
@Artabora, hi.

The purpose of fm-arena tactic testing is to find the most effective tactics to play FM and IS NOT to compete with other tacticians for the 1st place in the table or IS NOT determine the score of every uploaded tactic with a precise accuracy like 0.5 pts or 1 pts or 2 pts because something like that would required testing EVERY uploaded tactic for more than 30,000 matches which is no feasible task I'd say.

We have a tactic testing algorithm that is responsible for determining how many matches to test every tactic and it constantly evolving.

I'll try to explain how it works:

Your and Gerrard's tactics both use 4-4-2(DMs) formation and that means your tactics compete with the highest ranked 4-4-2(DMs) tactic so far which is this - https://fm-arena.com/thread/12717-ef-424-if-hp-v2-p101-ac/. As you can see it scored 63.2 pts.

During the test of your tactic after 2400 matches our testing algorithm looked at the current score and concluded then there's no point in any further testing your tactic because with such low score after 2400 matches it has no chances to beat the highest score for that formation which is 63.2 pts.

During the test of Gerrad's tactic after 3600 matches our testing algorithm looked at the current score and concluded then there's no point in any further testing your tactic because with such low score after 3600 matches it has no chances to beat the highest score for that formation which is 63.2 pts.

Obviously, during the test of Gerrard's tactic there was more positive RNG then in the test of your tactic that's why Gerrard's tactic hold testing for longer than your tactic but anyway as you can see none of the tactics reaches 4,800 matches because our tactic testing algorithm stopped the testing earlier.

Our tactic testing algorithm doesn't care about the accuracy of the test of your and Gerrard's tactics, because it concluded that none of the tactics can't beat the highest score for the formation which is 63.2 pts.

I hope it helps.

Cheers.
Gerrard said: Is this a mirror of top tactic?

Sandro said: @Zippo, I've got a question.

Are we allowed to post mirror versions of tactics?


Hi,

No, uploading mirror versions of OWN tactics or OTHER people tactics is NOT ALLOWED on here because it would be waste of our testing server's computing power.

If we notice that some person uploads mirror versions of HIS OWN or OTHER people tactics then we remove his ability to upload tactics on our site.

Please note, I won't be deleting this thread/tactic because the computing power of our testing server was used to testing this tactic and we don't want it to be wasted.

BUT I'll rename this thread to "EF 424 IF HP V2 P101 AC ( Mirror Version )" and also edit the opening post and put a link to the original tactic.

Cheers.
CBP87 said: I don't mean no disrespect to you or the creators of the tactics but I don't see how that is a fair comparison on the tactics around these 2. All other tactics around these have had 9600 matches and has more than likely had a drop in points over them additional 4800 matches but yet are showing further down the table against a tactic that has been tested for half of the games they have.

Thanks


The purpose of fm-arena tactic testing is not to create competition between tactic creators, the purpose is to help people to find the most effective to play FM and try to reveal how FM work under the hood.

I also want to add that at the moment we find the accuracy of fm-arena tactics is already excessively high and something much more less accurate would work just fine to play FM.

I mean an accuracy of +/- 5 pts or even -/+ 10 pts would be enough already and gave people a massive edge over AI managers in the game. We really don't need an accuracy like +/- 1 or 2 pts or even 0.1, 0.2, 0.3 pts.
CBP87 said: @Zippo @Droid will this be tested with additional matches?

Hi,

No, this tactic won't be tested further.

At this moment the highest score is 63.2 pts(the 1st place) so to be tested for more than 4800 matches (up to 9600 matches) a tactic must score higher than 63.2 pts after 4800 matches and keep getting a score above 63.2 after every additional test until it reaches 9600 matches.

I hope it helps.

Cheers.