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Old 19-03-2013, 01:24:PM   #1
MichaelCorleone
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Thumbs up This Is How FIFA 13 Calculates Player Overall

I finally came across this information. The expert modders here probably know the formula to calculate overall in Fifa 13 already. For those of you who do not know, here it is. All credit to the original poster. I am just sharing as it is what I found..

This can be very helpful if you are interested in DB editing without affecting player prices in career mode as you know FIfa 13 ( unfrtunately) uses a simplistic player price calculation based on player OVR.

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Here is a guide to how FIFA 13 calculates the OVR rating for a player. Comments, constructive criticism and questions are always welcome. If you need something explaining more clearly, feel free to post on this topic or pm me. That said, I apologise for the sheer amount of text in this guide. I recommend adopting a scroll and scan philosophy. Anyway, let’s start.

It’s probably well enough known that a players’ OVR rating is worked out based on his ratings in a handful (not all) of stats categories, and also that some of these categories have greater importance/weight on his OVR calculation than others. These are the stat ‘coefficients’, and they differ depending on his primary position. The coefficients section is the first part of the guide.

However, they alone do not necessarily tell the whole story. Last year, I found that with some players in the games’ database, particularly most of the better players, there was something else that affected the OVR slightly. Some players would have an OVR of +1, +2 or +3 higher than their stat coefficients alone would suggest. Earlier this year, I started playing around in the Creation Centre a bit more, and while doing so I found out that this discrepancy is not caused by a player having certain traits or specialties, but by his INTERNATIONAL RECOGNITION rating (mostly abbreviated to IR hereafter). I will attempt to explain the effects of this in the second part of the guide.

The third and final part of the guide has no practical use as such, it just shows the offline way and the Creation Centre way of testing what a players’ OVR would be elsewhere on the pitch.


HOW TO WORK OUT THE OVR (VIA THE COEFFICIENTS)

1: Find the values for the 'Scoring' categories for each position. The values are listed below. If something is listed as being ‘worth 0.20’ it means that each increase of 1 to that stat is worth 0.20 towards the OVR. (Having 1 in that stat category is worth 0.20 towards the OVR, 2=0.40, 3=0.60 etc until 99=19.80). Also, any stat categories NOT mentioned for a position don’t have any effect on the OVR for that position; it wouldn’t make any difference to the OVR rating if they were all set to 1 or all set to 99. Gameplay wise there’d be a obvious difference, but the OVR would not show this. This is the primary reason not to rely on just the OVR rating when, say, comparing like for like players (in whatever position) to buy in the Transfer Market. Check ALL individual stats to find a player with the attributes that fit your requirements, not just those that count towards the OVR rating based on coefficients set by the developers, which you may not completely agree with.

2: Multiply each value by what the player has for each of those attributes (from 1 to 99). Example: For a * (Striker) - Finishing is worth 0.20, Attack Positioning is worth 0.12. Let's be lazy and say he has 90 for each. He would get 0.20*90 (18.00) from Finishing and 0.12*90 (10.80) from Attack Positioning, giving him a cumulative total of 28.80 so far. Keep using this method for the rest of his 'Scoring' attributes.

3: Add the individual scores together to get his Final Total (Minimum 1.00, Maximum 99.00).

4: Based on your total, you can find out which OVR range your player falls in. Essentially, it rounds up/down to the nearest OVR.

1.00-1.49 = OVR 1
1.50-2.49 = OVR 2
2.50-3.49 = OVR 3
etc etc until
96.50-97.49 = OVR 97
97.50-98.49 = OVR 98
98.50-99.00 = OVR 99

POSITIONAL COEFFICIENTS

Goalkeeper (GK)

GK Diving 0.24
GK Handling 0.22
GK Positioning 0.22
GK Reflex 0.22
Reactions 0.06
GK Kicking 0.04

Sweeper (SW) – Although you cannot create a Sweeper in game or in the Creation Centre, by using the Edit Player trick (It’s at the bottom of the guide) I found that a stat coefficient exists for the position.

Interceptions 0.20
Standing Tackle 0.14
Marking 0.12
Sliding Tackle 0.12
Heading 0.08
Ball Control 0.07
Short Pass 0.06
Reactions 0.06
Vision 0.06
Long Pass 0.05
Aggression 0.04

Centre Backs (LCB/CB/RC

Marking 0.15
Standing Tackle 0.15
Sliding Tackle 0.15
Heading 0.10
Strength 0.10
Aggression 0.08
Interceptions 0.08
Short Pass 0.05
Ball Control 0.05
Reactions 0.05
Jumping 0.04

Side Backs (LB/R

Sliding Tackle 0.13
Standing Tackle 0.12
Interceptions 0.12
Marking 0.10
Stamina 0.08
Reactions 0.08
Crossing 0.07
Heading 0.07
Ball Control 0.07
Short Pass 0.06
Sprint Speed 0.05
Aggression 0.05

Wing Backs (LWB/RW

Standing Tackle 0.11
Sliding Tackle 0.10
Crossing 0.10
Short Pass 0.10
Ball Control 0.10
Interceptions 0.10
Marking 0.09
Stamina 0.08
Reactions 0.08
Dribbling 0.07
Sprint Speed 0.04
Agility 0.03

Defensive Midfielders (LDM/CDM/RDM)

Short Pass 0.13
Interceptions 0.13
Long Pass 0.11
Marking 0.10
Standing Tackle 0.10
Ball Control 0.09
Reactions 0.09
Vision 0.08
Stamina 0.06
Strength 0.06
Aggression 0.05

Central Midfielders (LCM/CM/RCM)

Short Pass 0.15
Long Pass 0.13
Vision 0.12
Ball Control 0.10
Dribbling 0.09
Reactions 0.08
Interceptions 0.08
Attack Positioning 0.08
Standing Tackle 0.06
Stamina 0.06
Long Shots 0.05

Side Midfielders (LM/RM)

Crossing 0.14
Dribbling 0.14
Short Pass 0.12
Ball Control 0.12
Long Pass 0.08
Vision 0.08
Reactions 0.07
Attack Positioning 0.07
Stamina 0.05
Acceleration 0.05
Sprint Speed 0.05
Agility 0.03

Attacking Midfielders (LAM/CAM/RAM)

Short Pass 0.16
Vision 0.16
Ball Control 0.13
Attack Positioning 0.12
Dribbling 0.11
Reactions 0.08
Long Shots 0.06
Finishing 0.05
Shot Power 0.05
Acceleration 0.04
Agility 0.04

Wingers (LW/RW)

Crossing 0.16
Dribbling 0.16
Ball Control 0.13
Short Pass 0.10
Attack Positioning 0.09
Acceleration 0.06
Sprint Speed 0.06
Reactions 0.06
Agility 0.05
Vision 0.05
Finishing 0.04
Long Shots 0.04

Centre and Side Forwards (LF/CF/RF).

Finishing 0.12
Attack Positioning 0.12
Dribbling 0.11
Ball Control 0.11
Shot Power 0.10
Long Shots 0.10
Reactions 0.10
Short Pass 0.06
Heading 0.05
Vision 0.05
Acceleration 0.04
Sprint Speed 0.04

Strikers (LS/*/RS)

Finishing 0.20
Attack Positioning 0.12
Heading 0.10
Shot Power 0.10
Reactions 0.10
Dribbling 0.08
Ball Control 0.08
Volleys 0.05
Long Shots 0.05
Acceleration 0.05
Sprint Speed 0.04
Strength 0.03

The obvious point of this section of the guide is to see which stats affect which positions and by how much, so that’s a good thing for editors/creators. However, it gives me some rudimentary ideas regarding Player Growth. If you’re developing a player, it may be an idea to occasionally play a player out of position on occasion to concentrate on different important attributes.
If you have a Striker whose Finishing skills are developing nicely but you are not satisfied with his Long Shots, maybe some time as a RF/CF/LF or CAM (a little further back) and bashing some in from long range may help grow him in that area. If his Sprint Speed/Acceleration is not that great, you could occasionally play him on the wings or RM/LM, and put him through his paces there. For a CDM, you could perhaps play him occasionally in CM or even CAM to concentrate more on his Passing/Vision attributes or drop him into CB to shore up his defensive stats. Another idea is if you have a young player (say a C that you want to grow but is your 3rd (or worse) CB based on OVR, but your team is weaker at RB/LB/CDM, you could play your young player there, he’ll probably get more improvements relevant to a RB/LB/CDM than a CB but as some of the coefficients are the same, his OVR as a CB will grow as well. Might be a good option rather than have him stagnating on the bench. He’ll probably surpass those ahead of him after a while, too.
I’m sure you get the general ideas, however it’s up to you how you use your players. But I’d still play most of the matches with him in his correct position, or at least one of his preferred positions. You could try this idea in games against weaker opposition or when a game is already well won, or in general as emergency cover for other players.


EFFECT OF INTERNATIONAL RECOGNITION

I have a table prepared to illustrate this better, but on here it converts to text and bunches up. If someone could tell me how to put a Microsoft Word table, preferably keeping any colour fill I’ve used in it, onto the forum, I’ll credit you with the help and will post the table itself up on here.

International Recognition is an in-game mechanism that, while it doesn’t affect a players’ individual stats, can give a boost to their OVR rating (via what I can only describe as ‘skipping’ OVRs) which is over and above what they should have via just the coefficients. All players have an International Recognition rating, from 1* (Unknown) to 5* (Internationally Acclaimed).

The International Recognition works like this; assuming that you work out what his OVR via coefficients is first.

A player with either 1*IR or 2*IR will not have anything added to his OVR rating via the ‘IR bonus’. If you’re creating, or editing a player who has 1*IR or 2*IR, the OVR displayed will always be the same as his coefficients alone suggests. There are no ‘skipped’ stats.

A 3*IR player can have as much as 1 added to his OVR via the ‘IR bonus’. If you’re creating, or editing a player who has 3* IR, and his coefficient OVR (CO hereafter) is between 1 and 49, the displayed OVR (DO hereafter) is the same. If his CO is 50+, then his DO will be 1 higher than what his CO alone suggests. Note that a player cannot have a DO of more than 99, though. The DO of 50 is ‘skipped’.

A 4*IR player can have as much as 2 added to his OVR via the ‘IR bonus’. If you are creating, or editing a player who has 4*IR, and his CO is between 1 and 33, the DO is the same. If his CO is between 34 and 66, the DO will be 1 higher. If his CO is 67+, the DO will be 2 higher. Again, a player cannot have more than a 99 DO. The DOs of 34 and 68 are ‘skipped’.

A 5*IR player can have as much as 3 added to his OVR via the ‘IR bonus’. If you are creating, or editing a player who has 5*IR, and his CO is between 1 and 24, the DO is the same. If his CO is between 25 and 49, the DO will be 1 higher. If his CO is between 50 and 74, his DO will be 2 higher. If his CO is 75+, his DO will be 3 higher. Again, his DO cannot exceed 99. The DOs 25, 51 and 77 are ‘skipped’.

HOW YOU’LL LIKELY ENCOUNTER THE INTERNATIONAL RECOGNITION EFFECT

I recommend that if you’re thinking of doing any experiments on the effects of International Recognition to do so in the Creation Centre. It’s on the General Info/Other screen. Try setting the IR to 1* or 2*, then putting his ‘Scoring’ stats up so that you can see the OVR rising incrementally as you go. Then try it with 3*IR, then 4*IR, then 5*IR. (You’ll see that with 1* and 2 IR*, it goes all the way from 1 to 99 as you’d expect. With 3*IR, the 50 OVR is ‘skipped’, with 4*IR both the 34 and 68 OVRs are ‘skipped’, finally with 5*IR the 25, 51 and 77 OVRs are ‘skipped’). Each time a player ‘clears’ a ‘skipped’ stat they become 1 additional OVR above what their coefficients alone would suggest. However, as stated many times already, a player cannot exceed 99 OVR.

In Creation Centre; you can view and manipulate the IR yourself to whatever you want it to be. If you’re doing a copy of a player from the game in Creation Centre, ensure the copied players’ IR is the same as the base players’ otherwise the OVR may not match (it WILL NOT match if the base players’ IR is 3 or above and the created players’ IR is different).

For real-life players in the database, to find their IR level, I recommend searching for the player by name on http://sofifa.com/en/fifa13/player/search and clicking on him to view his bio. His International Recognition will be one of the attributes displayed. As the majority, if not all of the players in the database affected by an ‘IR bonus’ have at least 78 OVR they are beyond the scope of all the ‘skipped OVRs’ (so get the maximum bonus from it) so the 3*IR players will be 1 up on what their coefficients alone would suggest, the 4*IR players will be 2 up and the 5*IR players will be 3 up.

A newly created player in Edit Player will be Unknown (1*IR), as will either type of Virtual Pro. In the case of a newly created player, if you’re copying the stats/position of a player with 3* IR or higher, the new player will have 1* IR and their OVR will not match.

Unfortunately, as I have done this guide with merely an editors’ point of view, I don’t know if the effect of IR is interactive or not, for example whether it goes up/down in Career Mode if the player in question is doing well/badly for his Club/National team. He’ll probably retain his starting IR for the rest of his career. Also, for the same reason, I don’t know about scouted/youth players or regens. They’ll likely start at 1*IR (Unknown). Regens might possibly have their previous incarnations IA level – I doubt it but I am honestly not sure.

I also tried the Generate Attributes button in the Creation Centre with the ‘skipped out’ OVRs’ of each IR level, for example 77 OVR with 5 IR. This is impossible, so it caused the Creation Centre to freeze and Shockwave to crash. Also, trying to edit players (in-game) of a certain level of IR to their respective ‘skipped’ OVRs will not work either. Take the in-game Messi for example, he has 5*IR. You will never be able to manipulate his stats to get him to 25, 51 or 77 OVR. (Creating a new Messi would be cheating!)

As you can see, because the IR can ‘artificially inflate’ a players’ OVR rating, whilst giving no bonus to the individual attributes (thus making him gameplay-wise no better than before) this skews slightly a direct comparison between players of similar OVRs but with some of the players subject to an IR ‘bonus’ and some not. This is the secondary reason to rely more on his individual attributes as opposed to his OVR.


TESTING WHAT A PLAYERS’ OVR WOULD BE IN ANOTHER POSITION

A players' overall is always that for his NATURAL POSITION on the Team Management screen and also in the Transfer Market. If, however, you’re curious as to how a player would fare outside of his natural position, there is a way to check this. If you go into the CUSTOMISE FIFA menu, in EDIT PLAYER you see a players' overall based on the POSITION HE CURRENTLY OCCUPIES IN HIS TEAM (for the first team only - subs and reserves are listed by their natural position.) So, for example if you wanted to test Messi as a GK, put him in goal and check his OVR in Edit Player. It will have changed (but only in Edit Player) to accommodate his new position.

You can also test this online, in the Creation Centre. Choose a primary position, then give him a bunch of stats (on the Attributes screen) and check his OVR. Next, go back and change his primary position, then go back to your stats. His individual stats will be the same as you’d left them, but his OVR will have changed to accommodate his new position.

Note that the OVR for each position tested takes the players’ IR into account as well. Also note that while testing, if you give a player a bunch of stats and go out and change his IR rating then go back to his stats, it will not update any change in OVR until you move one of the stats up or down. In this case, I just pick a stat, move it up 1 then back down 1 to its previous level.

Ok, that’s everything I can think of.
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Old 19-03-2013, 01:29:PM   #2
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BTW , does anyone know if there is a possibility to alter the way fifa calculates OVR? Like through a .ini file? Or any other way? Or is it all hardcoded into the game?
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Old 19-03-2013, 01:35:PM   #3
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nice info...
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Old 19-03-2013, 02:15:PM   #4
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BTW , does anyone know if there is a possibility to alter the way fifa calculates OVR?
For what reason? Overall means nothing when it comes down to it. You can create a midfielder who is the most accurate, deadly goal scorer in the game, and he can be rated a 13. I know because I have a test team full of players rated exactly that way. And I'll take a team of 10 Messi-calibre offensive players who are all rated 13 overall, any day of the week.

The player ratings in this game mean nothing, that's really this series' biggest problem. The only ratings of any value are speed, agility, and shooting skills, that's pretty much it. Hopefully with the next gen of consoles and PC, EA will develop a working player ratings system that actually affects and authentically replicates players' skill levels.

Thanks for the ratings list BTW. I made my own last year and it's nice to see others are interested in the programming nuts and bolts that drive this game.

Last edited by bangus; 19-03-2013 at 02:19:PM.
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Old 19-03-2013, 02:52:PM   #5
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For what reason? Overall means nothing when it comes down to it. You can create a midfielder who is the most accurate, deadly goal scorer in the game, and he can be rated a 13. I know because I have a test team full of players rated exactly that way. And I'll take a team of 10 Messi-calibre offensive players who are all rated 13 overall, any day of the week.

The player ratings in this game mean nothing, that's really this series' biggest problem. The only ratings of any value are speed, agility, and shooting skills, that's pretty much it. Hopefully with the next gen of consoles and PC, EA will develop a working player ratings system that actually affects and authentically replicates players' skill levels.

Thanks for the ratings list BTW. I made my own last year and it's nice to see others are interested in the programming nuts and bolts that drive this game.
Here's why - IMO the best way to come close to a real life simulation of soccer is through database edits. But in the process the attribs are lowered to such an extent that career mode junkies like me have no hope of having a normal career mode. Playervalues.ini and playerwage.ini do not offer much variety to be able to accommodate the db changes without having a significant ( often incosistent and unrealistic) effect on player pricing. Having all this in mind, it makes perfect sense to me to be able to alter the formula fifa uses to calculate player overall. This would mean giving more weight to attributes that really matter and leaving attributes that do not actually translate into a better player or gameplay. If that could somehow happen, youthplayerattributes and regenplayerattributes + scouts.ini can do rest of the trick so that even player that come later in the career are in alignment with the 'norm'. Add to it, plaergrowth.ini and a few more tweaks and we have players that grow in alignment with the new scheme of attributes.

Having considered all posiibilities and also having worked on them, I have come to conclude that it all narrows down to being able to somehow alter the basic formula to calculate player overall. I hope I make sense to you here.

BTW, I would like to have your DB file that you personally use to play fifa 13 + slider settings if you will. Hope I am not asking for too much.
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Old 19-03-2013, 03:46:PM   #6
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BTW, I would like to have your DB file that you personally use to play fifa 13 + slider settings if you will. Hope I am not asking for too much.
For the past two months I've been using a roster where every player is rated 1 in every catagory except for:

Long Passing 35
Crossing 35
Shot Power 60
Long Shot 60
Dribbling 15
Stamina 60

Also, every player has every trait (can't remember the db code for that, it's 140000 or something). What I do is edit individual players' and teams' workrates and attack/defend tendencies. I also use CM 13 to switch players' on-field positions, creating up to 7 defenders on defensive-oriented teams for example.

I can honestly say it's the best I've ever seen this series play. The CPU plays so tough defensively that I have trouble getting one decent shot away per game. And the combination of tactics editing, the plus the Passing, Dribbling and Crossing ratings I use, provides a perfect balance of slow, methodical CPU ball movement and attack. Those weird ping-pong passes the CPU does in its own end have been completely eliminated for example.

I know this all sounds crazy and it's not for everyone obviously. But I'm not someone who spends time playing franchise mode. I play short tournaments, and then tweak and adjust ratings and tactics in order to continually finetune the gameplay.
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Old 19-03-2013, 03:51:PM   #7
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yeah! nice
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Old 09-07-2014, 10:15:AM   #8
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any details?

Awesome work!
I was wondering how does FIFA get these numbers for specific rating such as
Long Passing, Crossing, Shot Power etc...
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Old 23-04-2017, 06:08:PM   #9
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Thanks for posting this. It's completely accurate and I used it to determine player OVR at positions other that the one assigned. i was curious how you got the information as I would like to do something similar with FIFA 17 (they added composure back to skill set so that throws these outta wack).

Not sure if anyone will see this since it's an old thread but I'm optimistic. Thanks!
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