The most important player attributes in FM21.

by Alexander, Jan 25, 2021

Hey, guys.

We've done some interesting internal testing and it looks like Acceleration and Pace attributes are among the most important player attributes in FM21:

https://fm-arena.com/table/9-player-attributes-importance/

Of course, other player attributes are important too but changing Acceleration and Pace attributes makes the most difference in our testing.

For example, let's take Phoenix v3.0 tactic if you look at the table then its points per match is "2.114" but if we decrease the Acceleration and Pace attributes of the Shadow Strikers and Wingers by "3" points from "16" to "13" and re-test the tactic then we'll get the following results:





As you can see the points per match have dropped from "2.114" to "1.657".

If we also decrease the Acceleration and Pace attributes of the Inverted Wing-Backs by "3" points from "16" to "13" and re-test the tactic once more then we'll get the following results:






As you can see the points per match have dropped further from "1.657" to "1.467".

So decreasing the Acceleration and Pace attributes across the positions just only by "3" points has turned a winning tactic into a loser, the points per match have dropped from "2.114" to "1.467" (about 31% decrease).

No doubt, such information is very important and we're debating how to better represent something like that in the future.

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Top work!

Thanks, @Alexander.

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Just look at the Salah and Mane attributes, they both have 18 Acceleration and 18 Pace

No wonder, Liverpool is the strongest team in FM21 :)

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Mbappe = Best player in the game

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I am not surprised since most goals from this formation happen from through balls, which require acceleration and speed both to score as well as preventing from opponent. By the same rule, other important stats should be off the ball and anticipation, as well as other attributes that would benefit a poacher.

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Prutton said: I am not surprised since most goals from this formation happen from through balls.

I find super fast wingers are capable winning matches on thier own, just constantly penetrating inside the opposition box :)

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Zippo said: I find super fast wingers are capable winning matches on thier own, just constantly penetrating inside the opposition box :)



The only way to stop a player like that is with a defender with high dirtness.

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Prutton said: The only way to stop a player like that is with a defender with high dirtness.

Actually, Dirtiness is a negative attribute.

The higher Dirtiness, the higher chances of seeing the player doing some bizarre stuff like punching his opponent or spitting on him or producing two footed tackle and so on... you really don't want having players with a high Dirtiness attribute in your team.

To catch a fast winger a defender must be just as fast as the winger and has high Work Rate, Aggression and Bravery attributes.

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Zealot said: Actually, Dirtiness is a negative attribute.

The higher dirtiness, the higher chances of seeing the player doing some bizarre stuff like punching his opponent or spitting on him or producing two footed tackle and so on... you really don't want having players with high dirtiness in your team.

To catch a fast winger a defender must be just as fast as the winger and has high Work Rate, Aggression and Bravery attributes.


I was joking, like "only way to stop is breaking his legs".

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Prutton said: I was joking, like "only way to stop is breaking his legs".

Hehe, I wrote that just in case someone might literally interpreted your words :D

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Really nice work @Alexander , congrats and thank you!

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That moment when you realize finishing is useless. To be honest, I saw somewhere that strikers with low finishing perform better, because finishing has high weight and that means you can get more of other stats. The same for decision. However, I didn't expect finishing to make no difference at all.

P.S.: I look forward for stats like Determination, Aggression and Flair, which cost no points in CA

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Prutton said: That moment when you realize finishing is useless. To be honest, I saw somewhere that strikers with low finishing perform better, because finishing has high weight and that means you can get more of other stats. The same for decision. However, I didn't expect finishing to make no difference at all.

I agree, that came as a surprise for me too but it's a great to know which attributes have more weight, it will help picking the best players from available players for any tactic

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For reference, these are the weights for all attributes, for different positions

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Prutton said: For reference, these are the weights for all attributes, for different positions


SI might change the weights of the attributes for different FM versions so I'd suggest checking the actuality of the table for FM21

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I'm not surprised that the Dribbling attribute also makes a significant difference in FM21

https://fm-arena.com/tactic/861-phoenix-v3-0-decreased-dribbling-by-3-points-across-all-positions/

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I didn't expect Off The Ball to be useless. For now, we can say lack of Acceleration and Pace have the worst effect, specially for defense (which means it is twice as important for defenders), while Dribble is the third more important stat. Finishing and Working Rate can be safely ignored, while Technique, Off The Ball and Strength are nearly as unimportant.

I look forward to see more. I am curious to know if Tackling or Marking are actually useful. I usually put lots of focus on Tackling. I am also looking forward for First Touch.

P.S.: Now that's a surprise, considering I have always ignored balance. It didn't affect GF so much, so I assume it's more important in defenders, as well as anticipation.

Edited Jan 26, 2021 by Prutton
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Prutton said: Now that's a surprise, considering I have always ignored balance. It didn't affect GF so much, so I assume it's more important in defenders, as well as anticipation.

Balance is an important attribute for attackers, especially, when they run with the ball and get tackled, high Balance attribute helps stay on their feet and prevents falling down when get tackled or challenged.

I see GF has dropped significantly from 2.6 to 2.4.

The defense side has also decreased.

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Pulsar said: SI might change the weights of the attributes for different FM versions so I'd suggest checking the actuality of the table for FM21

This is the official numbers from SI for FM21. You can check it via Pre-Game Editor

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Food for thought on the testing by dropping a certain stat on the test to find how important that stat is. It maybe just important for that tactic maybe you will get a different result on a tactic that's not so reliant on pace and acceleration?

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rego8 said: Food for thought on the testing by dropping a certain stat on the test to find how important that stat is. It maybe just important for that tactic maybe you will get a different result on a tactic that's not so reliant on pace and acceleration?

All tactics with "Dribble Less" TI get about 2.0 - 3.0 rating in the testing so "Dribble Less" is a very poor approach to play in FM21, check the tactics bellow:

https://fm-arena.com/tactic/615-pep-guardiola-s-barcelona-masterpiece-4-3-3/

https://fm-arena.com/tactic/618-4-2-3-1-road-to-glory-fm21-tiki-taka-tactics/



Also, you can check the top tactics and you'll find that they all use "Dribble More" approach so, obviously, "Dribble More" approach is the most effective way to play in FM21.


I can add that we've tried decreasing Acceleration and Pace attributes for different tactics and the result was almost the same.

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Zippo said: All tactics with "Dribble Less" TI gest about 2.0 - 3.0 rating in the testing so "Dribble Less" is a very poor approach to play in FM21.

https://fm-arena.com/tactic/615-pep-guardiola-s-barcelona-masterpiece-4-3-3/

https://fm-arena.com/tactic/618-4-2-3-1-road-to-glory-fm21-tiki-taka-tactics/

We've tried decreasing Acceleration and Pace attributes for different tactics and the result was almost the same.


I wonder why Run at Defense doesn't make much difference. Judging by the results, now with Agility too, as well as Acceleration, Pace and Dribbling, it should be a super effective TI.

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Prutton said: I wonder why Run at Defense doesn't make much difference. Judging by the results, now with Agility too, it should be a super effective TI.

The "Run At Defense" TI doesn't make any difference because usually all positions already have "Dribble More PI" activated so the "Run at Defense" TI has no effect.

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Prutton said: I wonder why Run at Defense doesn't make much difference. Judging by the results, now with Agility too, as well as Acceleration, Pace and Dribbling, it should be a super effective TI.

Ohh, it doesn't stack? I always thought those instructions stacked. Will it be the same if I remove from PI and add to TI instead?

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I'm not 100% sure about TI and PI not stacking - tackle harder and Get Stuck In should be the same thing, but if you have tackle harder on every player and then add Get Stuck In, the tactic intensity increases - it works the same the other way around, if you start removing tackle harder PI from tactic that has Get Stuck In, the tactic intensity decreases anyway.

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Prutton said: Ohh, it doesn't stack? I always thought those instructions stacked. Will it be the same if I remove from PI and add to TI instead?

TI ( Team Instructions ) have priority over PI ( Players Instructions )

Team Instructions overwrite Players Instructions

"Run At  Defense" TI does the same thing as "Dribble More" PI and they don't stack

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Egraam said: I'm not 100% sure about TI and PI not stacking - tackle harder and Get Stuck In should be the same thing, but if you have tackle harder on every player and then add Get Stuck In, the tactic intensity increases - it works the same the other way around, if you start removing tackle harder PI from tactic that has Get Stuck In, the tactic intensity decreases anyway.

I remember I removed both get stuck in and run at defense from Blue because they made no difference. All my players have both tackle harder and dribble more often, which might explain why it didn't change anything. However, I alread tested removing player instructions and adding only TIs, and it performed worse. Also, Light Blue has tackle harder PI with stay on feet TI and it concedes very few fouls. Does that mean TI have priority over PI? Or they actually stack in a weird way?

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Maverick said: TI ( Team Instructions ) have priority over PI ( Players Instructions )

Team Instructions overwrite Players Instructions

"Run At  Defense" TI does the same thing as "Dribble More" PI and they don't stack


Simple question. Are you sure? Can I trust that information?

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Egraam said: I'm not 100% sure about TI and PI not stacking - tackle harder and Get Stuck In should be the same thing, but if you have tackle harder on every player and then add Get Stuck In, the tactic intensity increases - it works the same the other way around, if you start removing tackle harder PI from tactic that has Get Stuck In, the tactic intensity decreases anyway.

"Get Stuck" TI and "Tackle Harder" PI isn't the same thing.

"Get Stuck" TI also increases the pressing intensity but "Tackle Harder" PI doesn't do that.

"Run At Defense" TI and "Dribble More" PI do the same thing, they set the dribbling setting at the highest possible level.

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Prutton said: Simple question. Are you sure? Can I trust that information?

Yes, that info from the Devs.

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