This is a lot like my previous post and I agree 100% this is how stats should be done
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We start with an Average-based approach to fighter ratings.
80 is the lowest while 100 being the highest for any given stats.
90 is the natural average, these are just numbers I am using for now, they can be any set that has an average, max and min.
Just note, that 100 would be very rare and 80 would likewise be very rare. Consider them outliers.
So this is how we would carry out a new fighter's ratings.
STEP 1: [Average] We apply an average across the board to the fighter. This should feel like a truly average UFC fighter, well rounded but not too great or too bad at anything.
STEP 2 [Credentials/Microadjustments] We apply small adjustments to the fighter based on their pre-mma credentials (if they have high wrestling credentials we boost their wrestling stats slightly depending on how high level and reduce their striking slightly). These are microadjustments between 2~4 pts because these skills don't always fully transfer well
Think of these biases as "Classes" in your classic rpg, with weaknesses and strengths but not too extensive because...
Step 3: [PERFORMANCES] We implement major stat changes based on performances in the cage, who they fought and what happened in the fight is critical. If fighter A ate a flush shot from Dan Henderson and wasn't stunned - well that is far more impressive than taking one punch from Bisping. Or beating a nobody from a weak organization would be less impressive than a UFC champ. Did they just complete a 5 round fight? Did they gas out in 2 rounds?
Through this process we eliminate biases for favorite/hyped fighters, just because a fighter is a champion wont necessarily mean they have beyond average chin, if their career didn't involve them taking many shots, that information should remain average. Maybe their footwork and blocking was good enough to avoid those shots. Likewise, just because a fighter is a low ranked fighter doesn't mean their chin should be below average, in fact it's more likely to be average considering they are less likely to have been KO'd early in their careers.
We give each fighters real weaknesses and strengths regardless of rank, so that if I had a lower ranked fighter I could still develop a real gameplan to beat a higher ranked fighter by exploiting his/her weaknesses and enforcing my strengths.
I think we are almost there, we are miles ahead and continuing the Dynamic stat changes helps a ton because fighters evolve/show new holes each fight.
This requires many more hours of studying each fight and it's a harder system to implement, but it can be done. Madden had an entire system of deep analysis for its original stats.
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As for your initial question, leg strength/body strength should relate to how well you block+accept damage. Think of it more as "Body weakness, leg weakness". Cerrone has a body weakness, Diaz bros have leg weaknesses.
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