The Effects of Player Weapons and Roles in Player Ratings

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Thu Jan 18, 2018 7:56 pm

After opening the StreamedData.db file in MaddenAmp, I decided to post this so you can be aware of how Player Weapons and Player Roles can make certain parts of your team more effective. Most Weapons and Roles can't be seen in MaddenAmp, those might be somewhere else that it is unknown, most of those include Roles that take effect during specific moments of the game, like 4th quarter FGs, kick returns or 3rd downs. I eventually want to do a full Player Weapons and Roles overhaul to make those players with that designation feel better at their jobs than the average player. That can be possible if the location of the other Player Weapons and Roles can be located in the game files.

Player Roles:
  • 1st Round Pick
    Increases the value of the player during trades by 7%
  • Captain Comeback
    Only available to QBs
    Increases the value of the player during trades by 6%
    If his team is losing in the 4th, he will receive +3 AWR and +2 THA
    During this same situation, everyone else on the team will receive +1 AWR
  • Clutch Kicker
    Only available to Kickers
    Increases the value of the player during trades by 5%
    During the 4th quarter, if he takes the field goal attempt, he will get +3 KAC and +2 KPW.
  • Fan Favorite
    The player's overall must be 90+ and must be 5 straight seasons with the same team.
    Increases the value of the player during trades by 10% and will take a hit to his morale if he is placed on the trading block.
    Will receive a +1 AWR during the game, and will increase a team's attendance, meaning more money in the offseason.
  • Fumble Prone
    The player's Carrying must be 76 or lower and have 5 or more fumbles per season.
    The role will be reomved when his overall is 80+ and his fumbles are 3 or less per season.
    Decreases the value of the player during trades by 10%.
    Will receive a -5 CAR penalty during 3rd down plays and through the whole 4th quarter.
  • Future Star
    Available to high rated first round picks. Will lose the role and become an Underachiever if he fails to be the starter by his 4th year.
    Increases the value of the player during trades by 25%.
    Increases Morale of all young players by 5 points.
  • Game Manager
    Available to QBs with overalls between 89 and 81.
    Increases the value of the player during trades by 4%.
    He will receive +1 AWR and +1 THA during 3rd downs.
  • Injury Prone
    The player's Carrying must be 70 or lower and Toughness must be 80 or lower.
    The role will be reomved when his injury rating is 80+.
    Decreases the value of the player during trades by 10% and the CPU will only sign him to 1 year deals.
    Will receive a -5 INJ and -5 TGH penalties during the game.
  • NFL Icon
    We still don't know how this role activates.
    Increases the value of the player during trades by 10%.
    Every starter on his side of the ball will get +1 AWR.
  • Project Player
    Given to players that can easily improve but start with low overall. Will be removed when his overall is 88+.
    Increases the value of the player during trades by 2%.
    Might have more effects, but are not shown.
  • QB Of the Future:
    The player must be a great overall QB picked in the 1st round. Will lose the role if another 1st round pick QB is drafted or is not a starter by his 4th year on the league.
    Increases the value of the player during trades by 25%.
    Increases Morale of all young players by 5 points.
  • Return Specialist (The Devin Hester mode):
    The player must have at least 15 yards average in KR or 5 yards average in PR.
    Increases the value of the player during trades by 12%.
    He gets +3 AWR, +2 AGI, +2 ACC and +2 BTK.
    Everyone that blocks for him gets +2 RBK.
    Every defender gets -2 TAK.
  • Team Captain
    The player must be named a Team Captain.
    Increases the value of the player during trades by 1%.
    He receives +1 AWR.
  • Team Distraction
    The player must have 25 or less morale.
    Decreases the value of the player during trades by 8%.
    All players except old players will receive a -5 MOR and -1 AWR penalties.
  • Team Leader
    The player must have 25+ Morale and 85+ Overall.
    Increases the value of the player during trades by 5%.
    All young players will receive +10 MOR and +2 AWR. All players in their prime will receive +10 MOR and +1 AWR.
  • Team Mentor
    The player must have 25+ Morale and 85+ Overall.
    Increases the value of the player during trades by 5%.
    All young players at his position will receive +10 MOR and +2 AWR. All players in their prime at his position will receive +10 MOR and +1 AWR.
  • Underachiever
    The player must have been a 1st round pick and must have less than 82 overall by his 4th year in the league.
    Decreases the value of the player during trades by 8%.
    Will receive penalties according to his position:
    As a DT: -2 STR, -2 TAK, -2 AWR.
    As a LE or RE: -1 ACC, -2 STR, -2 AWR.
    As a MLB, LOLB or ROLB: -2 TAK, -2 AWR, -2 STR.
    As a CB: -1 SPD, -2 CTH, -1 ACC, -1 AWR, -1 AGI.
    As a FS or SS: -1 SPD, -2 TAK, -1 ACC, -2 AWR, -1 AGI.
    As a QB: -2 AWR, -2 THA, -1 THP, -1 CAR.
    As a HB: -3 CAR, -1 BTK, -2 AWR.
    As a LT (Other OLine position might be affected like this, can't confirm): -1 RBK, -2 AWR, -2 PBK.
    As a WR or TE: -2 CTH, -1 JMP, -2 AWR, -1 AGI.
    FBs might not be affected, or could be affected just like HBs, can't confirm.

Player Weapons (That can confirm affect individual players)
  • Pass Rusher (Defensive Linemen)
    +1 AWR, +1 STR, +1 ACC.
  • Run Stopper (Defensive Linemen)
    +1 AWR, +1 STR, +1 TAK
  • Defensive Enforcer (Linebackers)
    +2 TAK.
  • Shutdown Corner (Cornerbacks)
    +1 ACC, +1 SPD, +1 AWR, +1 AGI.
  • Possession Receiver (Wide Receivers and Tight Ends)
    +1 CTH, +1 AWR.

Player Weapons (That can confirm affect every player on the weapon's side of the ball)
  • Franchise Quarterback (Quarterbacks)
    For starting Offensive Linemen:
    +3 PBK, +2 AWR.
    For Wide Receivers #1 to #4 (in the depth chart) and starter Halfback and Fullback:
    +3 CTH, +3 AWR
    For Tight Ends #1 to #4:
    +2 AWR, +3 CTH, +3 PBK.
  • Feature Back (Running Backs)
    For Starting Offensive Linemen and Tight End #1
    +3 RBK, +2 AWR
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

The Effects of Player Weapons and Roles in Player Ratings

Sponsor

Sponsor
 

User avatar
Danchat
Hall of Fame
Posts: 2710
Joined: Wed Jul 27, 2011 9:07 pm
Location: Minnesota

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby Danchat » Thu Jan 18, 2018 10:27 pm

Thanks for this information, I'm sure it'll be helpful in the future.

I find the tidbit on the NFL Icon about each player on the side of the ball getting +1 AWR. That probably explains how some teams having players whose AWR skyrockets within their first few seasons.
Franchise Journal - Atticus Jenkins: Head Coach of the San Francisco 49ers
http://www.footballidiot.com/forum/viewtopic.php?f=2&t=2387&start=400

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Fri Jan 19, 2018 2:35 pm

Danchat wrote:Thanks for this information, I'm sure it'll be helpful in the future.

I find the tidbit on the NFL Icon about each player on the side of the ball getting +1 AWR. That probably explains how some teams having players whose AWR skyrockets within their first few seasons.


Hopefully I will be able to expand this post with more information on the roles. The problem is that it is unknown where the game stores the effects of some Roles and Weapons. For example, Clutch Kicker only takes effect during the 4th quarter, and it is not shown on the MaddenAMP Player Effect/Team Effect list. Same with other roles like Return Specialist, as well as other roles and weapons that only appear to take effect during certain moments in the game.

Hopefully, the location of where these roles are stored is discovered and more can be known about the different Weapons and Roles.

As for the NFL Icon, I think every role that increases awareness will increase that stat by the end of the season if it is a team effect. So NFL Icons, Team Leaders and Team Distractions change awareness. Maybe Franchise Quarterbacks also do, but I can't confirm that one.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Sat Jan 20, 2018 11:25 am

After using the Madden DB Editor, I managed to track down the requiered stats for roles (Weapons technically are Roles, so now I will mention them as group by the name of Roles) to activate in the offseason. As of this writing, I'm in the process of decrypting each ones, as the PRDF (Player Role Definition I guess) table doesn't point at the specific role. When I fully understand the table, I will post my findings here and in the OP.

Edit: I could also be wrong and those are for the Superstar Mode. Hope I'm not.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Sat Jan 20, 2018 8:32 pm

Like I was afraid off, that list apparently lists the SuperStar Roles you can obtain. Still not sure where the requirements for the standard Player Roles are. Any help would be appreciated.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

Theov
MVP
Posts: 583
Joined: Tue Jul 12, 2016 2:12 pm

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby Theov » Sun Feb 18, 2018 12:47 pm

Are the weapon effects during the game or in the offseason?
No signature needed.

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Sun Feb 18, 2018 1:00 pm

Theov wrote:Are the weapon effects during the game or in the offseason?


Those effects occur during the game. However, there are some roles that increase awareness during the offseason, which I think are NFL Icon, Team Leader and Team Mentor. The one role that lowers Awareness is Team Distraction.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

User avatar
jose21crisis
Hall of Fame
Posts: 1547
Joined: Wed Nov 22, 2017 10:14 am

Re: The Effects of Player Weapons and Roles in Player Ratings

Postby jose21crisis » Wed Feb 28, 2018 4:43 pm

While researching a bit, I found that the Player Weapons activation in Madden NFL 07 are known. So what I'll post is the moment in which I think will make the Weapons activate in Madden NFL 08, or at least what I think should make the Weapon activate.

QBs
  • Cannon Arm QB: 90+ Throw Power.
  • Precision Passer: 90+ Throw Accuracy.
  • Franchise Quarterback: 85+ Overall, must be with a team for 2+ years. Must put up decent stats.

HBs (Maybe FBs too)
  • Elusive Back; 90+ Agility.
  • Power Back: 90+ Break Tackle (Which is Next-Gen Madden's Trucking)
  • Speed Back: 90+ Speed. Probably 90+ Acceleration.
  • Feature Back: Must have good numbers, be with the team for 2+ years and have 75% of the team's carries.

WRs and TEs
  • Deep Threat: 90+ Speed. 10+ Yards Per Catch.
  • Possession Receiver: At least 2 First Down per Game Played. Maybe 90+ Catching and/or 90+ Awareness (Which accounts as Next-Gen Madden's Route Running)
  • Go-To Guy: 20+ First Downs in the season and less that 5 drops according to M07, but it is wrong as AB had 13 catches last season and was the Go-To Guy. But I think it is all the requirements for Deep Threat and Possession Receiver.

OL
  • Pass Blocker: 90+ Pass Blocking. Maybe Strength is involved too.
  • Run Blocker: 90+ Run Blocking. Maybe Strength is involved too.
  • Road Blocker: Both the requirement of Run Blocker and Pass Blocker.

DL
  • Pass Rusher: According to M07, multiple sacks per season. I think it is 90+ Agility and/or 90+ Acceleration.
  • Run Stopper: Apparently, 92+ Tackling and 92+ Strength. Maybe Tackles for Loss are taken into account as well.
  • Force of Nature: The requirements for both Run Stopper and Pass Rusher.

LBs
  • Playmaker: On Madden NFL 07, this meant forcing fumbles and INTs. In 08, is simply speed. I think it is 90+ Speed. Possibly 90+ Acceleration.
  • Heavy Hitter: 90+ Tackling. Maybe a few Forced Fumbles in the middle. Also, some Big Hits (Hit Stick Tackles)
  • Defensive Enforcer: I'd guess both the requirements for Heavy Hitter and Playmaker.

CBs
  • Quick Corner: Just like Deep Threat, my guess is 90+ Speed and possibly 90+ Acceleration.
  • Containment Corner: 90+ Awareness.
  • Shutdown Corner: I'd guess both the requirements for Quick Corner and Containment Corner.

S
  • Coverage Safety: My best guess is either 90+ Speed, with possibly 90+ Acceleration, OR 90+ Awareness. Could be both.
  • Big Hitter: 90+ Tackling.
  • Hitman: I'd guess both the requirements for Coverage Safety and Big Hitter.

I'll use the standard Madden NFL 08 roster and compare some players that have the roles with the list I just made and compare. I have a good idea of which guys I should use.

What I think is a shame is that Kickers and Punters don't have Player Weapons. You only have the Clutch Kicker role for Kickers and that's it. I'm still working on figuring out where the "Role Activation Table" is in the StreamedData.db file is. If it is there at all. I could be wrong and it could be in the DB_Templates file, which I have 0 idea how to open.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.


Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 5 guests