Originally posted by nexill
Does force fumble % eq add to a player's knocked loose % chance?
Does catch % add to a player's interception chance? If so, Is it in any way different from the interception % equipment?
Does pass distance % equipment simply make the throw calculate as being that % shorter? So a 25% piece of pass distance makes 20 yard throws be the difficulty of 15 yard throws? Or is there *already* an equation in place that makes throws seem longer or shorter based on strength, and the pass distance % equipment enhances that variable by 25%?
Does the Aura of Intimidation SA permanently decrease opponent's morale, or does their morale jump back up when they leave the aura? (obviously it can be regenerated in all the standard ways)
Does the Break Thru SA help in breaking 1-on-1 blocks as well, but just not as much?
Can the Lead Block SA function on non-pulling OL? If a back is running behind a guard and at the start of the play the guard picks up the DT right across from him, could that ever be considered a 'Lead Block'? What if the guard immediately took 2 steps and engaged a linebacker, any difference?
Can the Snarl SA fire on missed tackles, and impact RB morale?
Does the Strong Arm SA have any impact on running plays? On Kick/Punt Returns?
Can the Shock Block SA fire on running plays? On Kick/Punt returns?
Do SAs and VAs that only work on one side of the ball, or work better on one side of the ball (Shed
Block, Bull Rusher, Technique Man) have any impact on Kick and Punt Returns? Do the Returns count as rushing plays or do they have their own designation?
Are the Morale-reducing SAs (TT, Glare, Snarl, Growl, Aura) totally resisted by a certain level of confidence? If not, then what exactly does the 'Intimidating' VA do? it says it makes the amount of confidence required to resist go up, but does it actually just effectively lower the opposing player's confidence for the purposes of the resist roll? What about Big Hit, Monster Hit, and Big Sack?
Can Trash Talk and Glare fire on non-passing plays?
Do bonuses to deflecting passes from deflect % eq, the Swat Ball SA, an dthe Shutdown Coverage SA affect the swat check after a failed interception check?
On a successful swat check, does the amount a swat was successful by have any impact on how hard the deflected ball will be to catch?
Are the ability bonuses given by SAs such as Tunnel Vision, Shutdown Coverage, and Route Run static, or are they in any way based on the player's attributes?
Not counting the 'Streaky' VA or Home-field advnatage, do players have natural good and bad games? Is there any small random variable that makes them play better some weeks and not as well on other weeks?
Can you confirm that jumping is included in the punt equation? If so, is it also beneficial for kickers?
Does the Blitz SA work for Defensive Linemen?
Does the Jump Catch SA aid defenders going for an interception, assuming the ball was thrown over them?
I'll leave it at that for now. A bit much to ask in one post. Most of these questions have been answered previously so I'll ask that you go to
http://www.glbwiki.com/qa/search.php and search for your answers there. If you do not find the answers to your questions, then repost them next time we have this thread.
Ones that I can answer off the top of my head quickly that I don't believe will be in the searchable QA database:
Does the Break Thru SA help in breaking 1-on-1 blocks as well, but just not as much?
No, it only helps when being double teamed.Can the Lead Block SA function on non-pulling OL? If a back is running behind a guard and at the start of the play the guard picks up the DT right across from him, could that ever be considered a 'Lead Block'? What if the guard immediately took 2 steps and engaged a linebacker, any difference?
No, it only works when the blocker is doing some form of designed Lead Block via the play definition (pulling line or back).Are the Morale-reducing SAs (TT, Glare, Snarl, Growl, Aura) totally resisted by a certain level of confidence?
Never totally resisted but definitely makes the chances of resisting much higher the higher your confidence is.If not, then what exactly does the 'Intimidating' VA do? it says it makes the amount of confidence required to resist go up, but does it actually just effectively lower the opposing player's confidence for the purposes of the resist roll?
In a way yes, that is correct. Say 80 confidence gives you a 90% chance to resist Growl. Intimidating VA (and this is a hypothetical example) would make it to where 80 confidence would only give you a 85% chance to resist Growl or would need 85 confidence in order to have a 90% chance to resist.Not counting the 'Streaky' VA or Home-field advnatage, do players have natural good and bad games? Is there any small random variable that makes them play better some weeks and not as well on other weeks?
No, there are no small random variables that affect a players performance