Fighter Help

## Fighter Rankings

Rankings shows the best Fighters in the game based on their current Rating.
If you want to find out how your fighters Rate in your region or in the game as a whole this is the place to find out.

## The Old Bonus Point System (For reference only)

For the purposes of scouting fighters who fought prior to Feb. 21, 2002, here
is the old bonus points system. It is no longer in effect

Prior to Feb. 21, 2002 bonus points for the winner of a fight were calculated as follows:
1) After the fight the winner gets 50 BP's for winning. He gets another 50
FBP's if he won by KO or TKO. However, if the fighter has had 60 or more fights,
you can pretty much ignore this and everything that follows since at 60 fights
fighters stop getting bonus points.

2) If this win is the second in a row (or more) for the winner he will get an additional bonus points for being on a winning streak. The exception to this is if you've just beaten a lower ranked fighter in a title fight, in which case you aren't eligible for these winning streak bonus points.

3) Now from the maximum potential 300 bonus points for the win you must subtract 75 bonus points for every point difference that your **status** is greater than your opponents **rating**. This is where most players get confused because they compare rating to rating not status to rating.

Don't worry if there's a huge difference between your fighter's rating and your opponent's status because the game will never lower your bonus points to less than they were before the fight. The worst case scenario is that you don't earn any bonus points for the win.

If after the fight you have 300 or more bonus points, the game automatically subtracts 300 bonus points and uses it to buy you a randomly allocated ability point.

Example:

Fighter a has a rating of 7, a status of 15 and 100 bonus points. He's won
his last 3 fights in a row. Fighter b has a rating of 7 and a status of 7.

Fighter a beats fighter b in a fight via TKO.

Fighter a earns 50 bonus points for the win, and 50 bonus points for the TKO.
He also earns 200 bonus points for being on a winning streak. 200 + 50 + 50 =

From his 300 bonus points however we must subtract 600 bonus points because
his status is 8 points higher than his opponent's rating. 8 X 75 = 600. 300
bonus points less a 600 point status penalty works out to -300 bonus points. The
game simply treats this as 0 and awards fighter a no bonus points.

## Changes in Abilities

Changes in Abilities occur when a fighter has gained enough bonus points to train an ability point or has suffered enough damage to suffer permanent harm, or loses a fight.

Upon gaining EACH 300 Bonus points the fighter gains in the chosen ability stat, if more than one multiple of 300 bonus points is gained then the fighter will gain the extra points in a random ability. Upon taking 300 points of damage at the end of a fight the fighter will lose one random ability point per multiple of 300 points of damage. So it is possible to win a fight but take so much damage that the fighter loses bonus points. If a fighter loses a fight they lose 1 ability point. A rank 0 fighter cannot lose ability points from losing a fight only from injuries.

If a fighter accumulates 300 Injury Points (IP's) during the course of his career, he will lose one random ability point upon reaching the 300 IP mark after a fight. IP's can be tracked by viewing the IP box within the fighter's page. The loss of one random ability point from accumulating 300 IP's could be considered a career ending injury, though this may not be the case at all times.

**Effect**
The effect of ability point changes are pretty clear cut, they improve or degrade your fighter
**Other Notes**
As fighters age they lose the ability to train in various stats. This prevents fighters from dominating the regions forever

## Build

The build of a fighter is selected when a fighter is created and can never change during his career. Build is used to determine a fighter's weight. Please refer to the description of weight in help for more information on determining a fighter's weight. No comparisons between fighter's builds are ever made, and no other effect comes from build.

A build of medium is considered normal, and is used in the calculation for determining a fighter's weight. Any variance from a medium build will add or subtract from a fighters weight according to the following chart.

* Barrel +15%
* Stocky +10%
* Broad +5%
* Medium 0%
* Lean -5%
* Lanky -10%
* Skinny -15%

## Height

The height ability is used to simulate both the height of a fighter and his reach. Taller fighters will gain additional agility and speed during a match to simulate the effect of reach. Taller fighters will also weigh more than similarly built, but shorter fighters. The height of a fighter is determined when a fighter is created and can never change during his career.

**Benefits of height**

Height has no direct effect on the outcome of a fight, but does directly affect a fighter's speed and agility. The taller fighter in a match will have 50% of the difference in height between the two fighters added to both his speed and his agility. For instance, if one fighter is a height 8 and his opponent is a height 3, then the taller fighter will gain 2.5 points to both agility and speed for the match.

**Additional effects of height**

Height has a strong effect on the weight of a fighter. Taller fighters of
similar build and ability will weigh significantly more than shorter fighters.
Tall fighters may have a difficult time making the lower weight classes.

**Effects of styles on height**

Height can never change, but the effect height has on speed and agility is affected by the styles used in a fight. If the shorter fighter uses the allout style, the taller fighter's benefit from height is added all to speed and none to agility. If the taller fighter uses the inside style, his benefit from height is 25% added to speed and agility instead of 50%. If the taller fighter uses the outside style, his benefit from height is 75% added to speed and agility instead of 50%. Please refer to the descriptions of each of these styles in help for
more information.

Units of height

Height is determined when a fighter is created by assigning points from the
original 53 points that are used for all five abilities. One point of height is
equivalent to 1", with a starting point of five foot, two inches tall. Thus a
5'2" tall fighter has a height of zero, and a 5'8" tall fighter has a height of
6. It is possible for a height to be negative. A negative height will add
additional points to the original 53 points to be used for the other abilities.

The minimum height possible is 4'10" tall, a height of
negative 4. The maximum height possible is 6'9" tall, a height of 19. There are
still some old fighters in the game that may be somewhat shorter or taller than
these limits, but all newly created fighters will follow this rule.

**<a href="#INDEX">INDEX</a>**

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<a name="Weight">Weight</a>

Every fighter can lose up to 5%
of his body weight to make a weight limit without penalty. This is the fighter's
minimum safe weight. For example, a 200 pound fighter has a minimum safe weight
of 190 pounds, and a 150 pound fighter has a minimum safe weight of 142.5
pounds.

If a fighter must lose more then 5% of his body weight to make the limit for
his division, then he is weakened by excessive dieting and loses a certain
number of endurance points before the bout begins. (Note: This happens
automatically, without any action by the manager.) The number of endurance
points lost is given by the following formula:

(1 - R\*R) \* normal endurance

Where R is the ratio of the division's weight limit to the fighter's minimum
safe weight.

For example, suppose a fighter with a toughness of 11 weighs 200 pounds and
fights in the Light-Heavyweight division, where the weight limit is 175 pounds.
The fighter's minimum safe weight is 190 pounds, so R is 175/190, which is
approximately 0.92. The fighter normally starts a fight with 110 endurance
points, but in this case he starts the fight with approximately

0.92\*0.92 \* 110 = 93.1

endurance points.

Note that due to the effects of fatigue, this would effectively reduce the
fighter's STR, SPD, and AGL to 93/110 = 84.5% of their normal values at the
start of the bout.

The effect of making weight is temporary and lasts only for one bout. The
fighter immediately regains his full endurance if he moves to a higher weight
division.

Also note that when a fighter loses weight to make a division, his weight for
that bout (for purposes of modifying STR) is the maximum weight allowed in that
division, not his usual weight. Thus, a fighter who weighs 200 pounds fighting
in the Cruiserweight division would get no STR advantage from weight over a 190
pound fighter fighting in the Cruiserweight division.

**<a href="#INDEX">INDEX</a>**

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<a name="Toughness">Toughness</a>

The toughness ability is used to simulate both the ability of
a fighter to take a punch, and his stamina. Tougher fighters will be able to
throw more punches for more rounds, and will be able to sustain more damage
before being knocked down.

Effects of toughness

Endurance is calculated by multiplying toughness times ten. Since each
aggressiveness used in a fight subtracts one point from your endurance, a high
toughness is desirable for throwing a high punch count throughout a fight. Also,
the damage your fighter receives is subtracted from your endurance each round,
making a high toughness even more desirable. Please refer to the description of
endurance in help for more information.

Toughness also directly affects the likelihood that your fighter will be knocked
down. A change in toughness is directly proportional to the amount of damage
required to knockdown your fighter. The exact amount of damage to be knocked
down is also modified by whether your opponent is going to the head, going to
the body, or fighting opportunistically. Please refer to the descriptions of the
head, body, and opportunistic modifiers in help for more information.

Aging

Toughness also factors into the ability of a fighter to age well. Injury
Points(IPs) are determined according to the age of the fighter, but always based
upon: (Damage Received)-(Tgh\*X)= # of IPs. X is a numeric value based upon the
number of fights that your fighter has been involved in and X will decrease over
time to simulate fighter aging.(see help topic: <a href="#The Effects of Aging">
The Effects of Aging</a>)

Effects of styles on toughness

Styles have no effect on toughness, and no comparison is made between fighters.

**<a href="#INDEX">INDEX</a>**

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<a name="Agility">Agility</a>

Agility is an important attribute of a successful fighter. The higher the
agility, the less damage you will take and the fewer punches your opponent will
land. There are many styles of fighting that you can utilize to gain additional
agility. There are also styles of fighting your opponent can use to reduce your
agility.

Benefits of agility

The damage you receive is reduced according to your agility. The greater your
agility, the less damage you will receive, the less your agility the more damage
you will receive. This change in damage is directly proportional to a change in
agility. If your agility increases 10%, you will receive 10% less damage.

This proportionality means that the lower your agility, the greater an effect
adding additional agility will have on reducing the damage you receive. Changing
from an agility of 10 to an agility of 11 represents the same reduction in
damage received as changing from an agility of 20 to an agility of 22.

Your agility also affects the number of punches your opponent will land. The
higher your agility the fewer punches your opponent will land, the less you
agility the more punches your opponent will land. This change in punches landed
is not in direct proportion to a change in agility.

Large changes in agility may correspond to a large or small change in punches
landed. This relationship is affected not only by your agility, but also by your
opponent's speed, both fighters' styles, and your defense. Additionally, the
number of punches landed is limited by the aggressiveness used. Please refer to
the descriptions of each item in help to find out more.

Effects of styles on agility

Additional agility may be gained in the ring by using the outside, clinch, ring,
or counter styles. Please refer to each of the style descriptions in help to
find out more as the potential increase in agility is dependent on the
particular match up in the ring.

Your agility may be reduced if your opponent uses the chase style or the counter
style. It also may also be reduced while you are using the counter style. Your
agility will be reduced while using the inside style. Please refer to each of
the style descriptions in help to find out more as the potential decrease in
agility is dependent on the particular match up in the ring.

Effects of height on agility

Your height compared to your opponent's height also can affect agility. The
taller fighter will gain a bonus to agility that varies according to the style
of fighting used by each fighter. If your opponent uses the allout style, you
will receive no bonus to your agility from height. If you use the inside style,
then you will receive a reduced bonus from being taller. Please refer to the
height description in help for more information.

Styles that benefit from agility

The ring and chase styles benefit from having a higher agility than your
opponent. The greater the difference in agilities, the greater the benefit from
using either style. All other styles are unaffected by your agility.

**<a href="#INDEX">INDEX</a>**

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**<a name="Strength">
Strength</a>**

Strength is one of the most
important factors in the game. It can be used as an offensive weapon and factors
heavily in the amount of damage you do to your opponent. It can also be used as
a defensive weapon when using the "clinch" fighting style. Increases in strength
make your weight go up and decreases in strength make your weight go down.

**Best styles for very strong fighters**

* Clinch
* Inside

**<a href="#INDEX">INDEX</a>**

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<a name="Speed">Speed</a>

In real life
boxing the ability to hit an opponent is determined by your hand speed, your
reaction time, and your skill. All three of these are quantified in the speed
ability in the boxing game. More speed equals more punches landed. Speed also
adds to the power of a punch. Comparing two equally strong fighters, the
speedier fighter's punches will do more damage.

Benefits of speed

Speed is absolutely essential to winning. If your speed is too low, you will not
be able to win the rounds on score, and if it is too low you will not be able to
do enough damage. Even a super-slugger type needs some speed to be able to
damage his opponent effectively. Dancers and boxers need even more speed to be
able to effectively outland their opponents during a match. As the ranking of a
fighter increases, the need for more speed becomes even greater.

More speed is not always a good thing though. There is a limit on the number of
punches landed which is equal to the number of punches thrown. More speed than
needed to reach this point is a waste. The greater the adjusted agility of your
opponent, the fewer punches you will land, and thus the greater the speed needed
to be able to land the same percentage of punches. The same holds true for when
your opponent uses a higher defense. So a balance between your speed and your
future opponent's agility is needed.

Effects of styles on speed

The feint style will add to your speed. Please refer to the description of the
feint style in help for more information, as the potential increase in agility
is dependent on the particular match up in the ring.

There are no styles that can be used by you or your opponent that will reduce
your speed.

Effects of height on speed

Height also adds to your speed. The effects of height are modified by the styles
of both fighters, but generally the taller fighter will gain a boost in speed
from being taller. If your opponent uses the allout style, all the increase your
agility normally receives from height is added to your speed instead. If you use
the inside style, then you will receive a reduced bonus from being taller.
Please refer to the height description in help for more information.

Styles that benefit from speed

An advantage in speed increases the positive effects from using the counter
style and the feint style. The greater the difference in speed, the greater the
benefit from using either style. A disadvantage in speed increases the negative
effects from using the counter style. Please refer to the descriptions of each
of these styles in help for more information.

**<a href="#INDEX">INDEX</a>**

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# <a name="The Effects of Aging">The Effects of Aging</a>

Just like in real life, The Boxing Game fighters get old and their skills
deteriorate. The effects of this aging process are described below.

After 40 or more fights - All bonus ability points will always go to strength or
toughness, i.e., you won't gain agility or speed unless you train specifically
for it. This also means that your fighter will probably start gaining a little
weight.

After 50 or more fights - all abilities earned through training and bonuses will
go to strength or toughness. At this point your fighter will definitely start
packing on the pounds (if you are winning).

After 60 or more fights - All abilities gained from training and winning will go
to strength or toughness. At this point in a fighters career he will have a very
difficult time staying competitive.

Injury points will also be affected in both positive and negative ways. New
fighters, youthful and healthy will be less affected and older fighters will
deteriorate more rapidly as follows...

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**<a href="#INDEX">INDEX</a>**

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# <a name="Fighter Retirement">Fighter Retirement</a>

If you feel that your fighter has had a bad month or you're just sick of his
constant complaining you can **Retire** him.

To do this simply open your fighter's page & click on the lovely silver button
that has the word **Retire** on it (Makes sense huh...).

At this point you will be warned that it may take over a week before your
fighter gets another fight once you **Unretire** him.

This is to prevent unscrupulous managers dodging fights that don't suit them.

Please note that if your fighter has a fight scheduled he will **NOT** be
retired until after this fight has been run.

To **Unretire** your fighter at a later date simply open up his page & click
on the other silver button called **Unretire**. Your fighter will then be
scheduled a bout **AFTER** the next round of scheduled fights in your
division has been run.

**<a href="#INDEX">INDEX</a>**

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<a name="Auto Retirement of fighters">Auto Retirement of fighters</a>

Fighters will be retired automatically under the following circumstances:

1. The fighter has lost at least once and he has no fight plan or an empty
 fight plan
2. The fighter lost his last fight, has a winning percentage of .500 or less
 and has a fight plan that is over 3 weeks old
3. The manager's account is suspended or closed
4. The managers status switches from member to guest. The manager will then
 be able to reactivate up to 5 fighters

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**<a href="#INDEX">INDEX</a>**

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<a name="Dumping A Fighter">Dumping A Fighter</a>

If you have a fighter that just isn't
doing well you can dump him. This removes him from your gym permanently. Once
you dump a fighter he can be purchased at auction by another manager with all
proceeds going to the game.

**<a href="#INDEX">INDEX</a>**

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**This index of
 information is collected from previous help files from former PC's**

**Slick Willy, Emp, Smokin Joe, Kenny K.O., Stretch
Armstrong, West Central Ohio Assassin,**

**StePPinRaZoR (tuffgong), Bold Bill,
Nicholas Knuckles Marsolo**

**Admin and Staff**

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