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Post by coffers on Apr 13, 2007 9:43:56 GMT
This thread is intended for more general tips on how to get the best out of you play.
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Post by coffers on Apr 13, 2007 9:45:40 GMT
TO PLAY THE CLOUD AND WIND CORRECTLY, YOU MUST KNOW THE DISTANCE YOUR CLUB HITS. JUST LET YOU KNOW THE BASICS OF IT, I WILL EXPLAIN IT THE SIMPLE WAY.
cloudy day reduces your distance by 11%. 1m/s wind will reduce your distance by 3.5%
let's say you hit 300 yards on a sunny day with no wind and you are playing a hole that it's cloudy with no wind whatsoever. That means if you hit your driver 100% and hit the zero mark on the way down, it will travel only 267 yards.
300*.11=33
300-33= 267
another example, let's say you have 145 yards left to the hole and it's sunny day, but wind's in your face blowing 2.5m/s. 1m/s affects 3.5% distance reduction so 2.5 will reduce by 8.75%. 8.75%=0.0875 Then you need to figure out how hard you need to hit. Here comes the math part. Let's say X=distance you need to hit.
then, X * (1 - 0.0875) = 145 X= 145/0.915 X=158.5
So which means you need to hit 159 yard shot to send 145yards on a 2.5m/s headwind sunny day.
Too complicated? It will get better as you play. First go to the driving range and write down distance for your woods and iron shots. At the driving rance, it's landing on a fairway, so please compensate rolling on the green too That's the tough part Just try out yourself playing few 18holes, You will be amazed
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Post by coffers on Apr 13, 2007 9:53:32 GMT
Filched from another tip list:
Okay, since I've had the luxury (read: ANALytical interest) of doing a ton of stat research with fedoras and many alt characters, I thought I would share the fruits of my findings for all my NV loves, esp the amateurs.
**Scroll to bottom if you just want to see stats without explanation**
SECTION 1 - A clear explanation of stats.
POWER is obvious. It adds distance. But it's not the only thing that adds to distance and once it is in the 50s and beyond has a very diminished effect.
IMPACT determines how correct your initial ball flight begins. Which means that if you don't hit a perfect shot every time, you need a good deal of this. What I mean by initial ball flight is the angle off the club at the beginning, cause the rest of the ball flight is more affected by environment and spin. bringing us to....
SKILL does a lot of things. In the early days of SO (read year one until this winter) it was highly believed that only a 12-14 skill was ever needed. This is false. Skill determines the degree to which you can curve the ball side to side (which adds distance, counters wind and green slopes), and also adds back spin to help hold the ball on greens at low levels and top spin to help play the ball into upsloes and headwinds at higher levels. The more recently realizes value of this stat is the dynamic range it provides: with high skill and topspin an 8iron can go further than a 7iron. This gives you a variety of shot to play that go the same distance, thus letting you adjust better for weather and slopes.
STAMINA increases your reliability out of rough and sand. It also decreases the rapidity at which your fatigue increases. There were rumors (and still are a few) that stamina adds distance. This is only a half truth, as I'll explain next:
SECTION 2 - The general interaction of stats
The distance of your clubs is not just a factor of your power, as I alluded previously. Rather, it turns out to be more influenced by your total number of stats. Yes, Power adds slightly more yards than other stats at first, but later on adds little to nothing. Adding points to a stat that is in its teens or twenties often will add more distance than adding points to Power in its 40s or 50s.
For example I will use my alt character stormyone. His longest drive is 373 yards at level 34, even though his power is only 30. But because he has a high impact and high skill, all his stats are helping add to that distance.
This is why stamina "seems" to add distance at times. It can, in the general sense that every stat actually adds distance. But that stat can just be better spent somewhere else than in stamina (unless you want stamina as a pre-req for clubs, and this i only suggest if you are Wotan class or have lots of stamina clothes).
And the sad truth of SO is, if you want to really hit the ball further, you need web clubs until you are very high level. Don't let the stats on the clubs confuse you, they do effect your stats, but each club has its own feel, distance, and response that aren't measured as quantitatively.
Which brings up ball flight height. Many players have said for a long time that Impact adds height to your shots. This too is false, a consequence of rash conclusions. There are three factors that go into ball height: 1) how far you can hit it (a 70 yard SW must go higher than a 60 yard SW by pure physics); 2) what level clubs you are using; and 3) if you use backspin or topspin. Backspin forces the ball higher (and thus shorter) than topspin.
The last general principle is the most complex, and that is skill. At lower levels, really into the low 50's, skill is mostly spent on backspin to hold greens and sidespin to gain distance on shots. This is due to the ball having a lower trajectory (as just covered above) so that more backspin is needed to make up for lack of height. Once you are in the mid 50s and above in level, you hit the ball so high that it spins back without any backspin on it, so you start using topspin to keep the ball lower and kick forward on its bounce to control it. This is the essential gameplay shift between amateur and semipro, thought it takes place a few levels later.
Skill most importantly in my opinion fills in the gaps between clubs. The last thing you want to be doing is trying to figure out whether to hit that 7iron at 89% or 94%. It's a lot harder to stop the swing at random points like that, and the math involved in dropping percentages on clubs is rather complex. What you want to do is adjust your circle with spin so that you are always hitting at 100% (until you are down to your SW and chipping). The more skill you have, the more adjustable that circle is and the more you can "fine tune" any given shot in toward the pin.
SECTION 3 - Recommended configurations
We don't have beginners in guild, so:
Level 20-30 - You need tons of impact to keep the ball in the fairway. Thats the way to make birds at rufus at low levels, just wait for good holes and hit it straight.
Power 20-25 Impact 35-40 Skill 12-14 3pc golf ball Clubs: 25 irons, 27 woods if Wotan, peacock irons/wedges, Spinel/Toumaline, antique irons and fairway woods
Level 30-40 - Hopefully your better clubs are helping your distance, but you need some skill so you can start keepin that ball on the green.
Power 30-35 Impact 45-50 Skill 14-17 3pc golf ball Clubs: level 33 irons, antique irons, Spinel/Toumaline, peacock wedges, Tornados
Level 40-50 Now you've got the ball straight off the tee and need to make up some ground after moving back a teebox. You've learned to hit greens better so switch balls for the distance but add some skill to make up for it.
Power 45-50 Impact 50-55 Skill 18-20 2pc golf ball Clubs: Level 39 irons, Spinel/Toumaline. antique irons, Tornados
Level 50-60 This is when you really need to start homing in on tight landing spots, off the tee and into the green. Skill lets the circle move around great, but you need some power by now to make sure you are reaching easier par 5's in two for eagle opportunities. Fortunately you're getting great in game clubs now if you dont have antiques or tornados.
Power 55-65 Impact 55-60 Skill 20+ 2pc golf ball Clubs: all 51s and Spinel/Toumaline, all 57s, Tornados
From the mid 50s on its all time to start feeling out and experimenting with your own configs. I've tried em all, so if anyone wants feedback on extremes or high level stats, ask me in game and I'll be glad to share. As an example many of us at the top of the guild have power in the 70s and skill in the high 20s to low 30s, but there are many different ways to go.
Anon.
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Post by coffers on Apr 13, 2007 11:09:51 GMT
Purloined from Elsewhere:
For distances 100 + yard. Less distance - less weathereffect.
Rain = +10 % distance Clouds = +5 % distance
per meter tailwind = 3% less of the distance per meter headwind = 3.5 % more of the distance
21° = +5 yard 25° = +/- 0 yard 30° = -5 yard
straight sidewind per meter 1.2 - 1.5 click (depends on the greenbreak) for wedges up to 8i straight sidewind per meter 1 click for irons 3i - 7i straight sidewind per meter 0.5-1 click for woods
Example: Approaching to the green- distance of 178 yard in rain- 21°Celsius and 2.5 headwind:
rain + 10 % = 17 yard headwind 2.5 x 3.5 =~8.7% = ~ 15 yard 21° = +5y
Result= 178 + 17 (rain) + 15 (wind) + 5 (cold) = 215 yard
oTon
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Post by coffers on Apr 13, 2007 11:49:34 GMT
Ever wondered how you move your character aroound the practice field?
Heres the answer: Hold the the ALT Button down and click the Left Mouse button on the Mini Map at the position you want to practice from.
For Putting practice on the practice field Put the ball where you want by using ALT Right Click.
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Post by coffers on Apr 13, 2007 12:15:33 GMT
This is just a little check list for the beginners out there when you do an approach shot.
1. Check Cursor Press TAB button to see cursor. The list below will effect where the ball lands according to the cursor.
2. Check Lie Uphill lie: Your ball will not travel as far as cursor shows. Downhill lie: Your ball will travel farther than cursor shows. Ball below feet: Your ball will go right of cursor. Ball above feet: Your ball will go left of cursor.
3. Check Distance It will tell you the distance in yards from the hole. eg. 331.2y It will also tell you if you are above the hole or below the hole in meters. eg. +/- 0.5m.
Below the hole or it's showing a + to the hole the ball will need to be hit farther. Above the hole or it's showing a - to the hole the ball will need to be hit with less force. May also need backspin to slow the ball down once it lands depending on the situation.
4. Check Weather Press TAB button to check the wind where the HOLE is. It sometimes varies in direction from where you are compared to where the hole is.
5. Check Green Slope Press TAB button and select club to get your cursor over the hole OR select putter and your cursor will automatically go over the hole. Then press ALT-G, then release ALT first and the green grid will stay there. Here you can see the green slopes.
6. Check Club After taking all the above information into consideration you wouldn't want to mess it all up by not switching your club from the last shot.. So make sure you got the right club in hand. **5W and SW look very similar in game**
Basically, all of the above need to be checked each and every shot. So my suggestion is to make a routine and stick with it. Always do the same thing before each shot in the same order. eg. I always check lie first, then distance and above or below hole, then press TAB, check wind and weather, then select club while checking green slope.
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Post by coffers on Apr 16, 2007 11:23:13 GMT
Found on another site:
The following EXP values for the courses are based on playing Amateur status (unless indicated), solo and no 2X Mageia :
Course...............Birdie / Par / Bogey
Beginner Course Alfheim.............50.......30.......20 Fensalir.............150.....100.....50
Intermediate Course Gladsheim.........100.......80......40 Hela..................140......100.....60 Forneus.............140......100.....60 Rufus Arena.......200......150.....90
Real Course Nam Chon CC.......80.......50......20 Midus Valley.........80.......50......20 Wattsu...............100.......70......50
OTHERS:
Course...............Birdie / Par / Bogey sosari beg................... 90....... 65....... 45 am.................. 100....... 65....... 35 sp................... 125....... 40....... 10 pro.................. 100....... 40...... -10
cad sp.................. 1000..... 100........ 0 pro................ 1200....... 50.... -100
Multiply the # of players X the value scored ( Birdie-Par-Bogey ). Multiply X 2 for Mageia ( 2X Exp ). Multiply X 1.5 when playing with Semi-Pro or Pro.
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Post by coffers on Apr 17, 2007 13:53:31 GMT
A discussion by darkseraph:
Stamina and Skill: Great Stats for Circle Players
This guide attempts to explain the accuracy/consistency gained with stacking on higher stamina (20 - 28), and also makes a plug for distance gained with very high skill (40 - 100) ==============================
-- Is STAMINA really a good stat to spend points on? ... The short answer is... YES, when you need your shots to land exactly where you aimed the circle, considering all the elements which may effect the shot.
From my own experience playing, adding stamina does the following: -Greatly slows down rate at which fatigue builds up -Greatly speeds up rate at which fatigue wears off -At upwards of 20, gives fairway shots deadly consistency, and gives AW's the consistency you'd expect from SW's -Minimizes/negates the effects of low temperature
-- Is SKILL really worth it past 30? Y E S... once you start to notice Power as a lackluster investment of stat points, Skill will take over in bringing up your max distance. Skill works to stretch out each of your irons' maximum range, giving you more flexibility for every shot.
The trick to getting maximum 1wood yardage with 30 - 60 skill is to use only a dab of sidespin and max top or backspin. At 60 skill, max driving distance is obtained by using the slightest amount of sidespin allowed, which is one pixel off straight topspin/backspin.
Truthfully though, stamina and skill aren't good stats for charters & calculation golfers to put points into. Those who rely upon charts often hit with no or very little spin, and let math do all that work. And having the max amount of distance on their clubs without needing to use spin gives them the heaviest drop (least backspin) available when shooting into nasty headwinds.
Those who use the circle often will definitely find friends in stamina and skill, especially on Cadeiger when fancy shots actually make scoring a lot easier. Maximum driving (and extreme iron distance) can only be achieved through skill set to 40 or higher, depending on character level.
For reference: The effect of Power dwindles from 65 and on, but skill continues to be efficient, even up to 102, which is the amount markyboy plays with.
Personally, my level 88 Erda has 69 power, 74 impact, 21 stamina, 47 skill with one +6 stam zod and +1 skill ball.
I use +4 skill fitted 59 irons and +pow fitted tornado R woods. For competition I use 3 +2 zods. :]
=======The abridged argument for Stamina========
Now many of you might be wondering... "Isn't STAM just for fatigue and for better rough/sand shots? It's useless if you use nectar/mopsos and stay on the fairway."
That's what I thought, until I tried using 28 stamina and over. If your stamina is 27 or under, your Fairway distance is shown as [98% - 100%], though 27 stamina would actually bring your fairway shots to around [98.964% - 100%].
But ShotOnline doesn't want you to know Stamina does that; not until you have 28 stamina does your range suddenly become [99% - 100%] fairway. Sneaky...
=================================== Henceforth is the drawn-out argument, which puts forth an explanation as to how USEFUL 28 stamina is when you need to land your shot within your putting range, and the pin is 250y+ away. ===================================
How did I get that % for 27 stamina further up, you ask?
Since even at 0 Stamina your fairway% is shown at [98% - 100%], let's say that 0 stamina gives you a fairway range of [98.000000% - 100%]. This is the worst case scenario, though.
There is no doubt that 28 stamina brings your fairway % indicator to a range of 99% - 100%.
In the worst possible scenario, then, 28 stamina means 1% of accuracy more on the fairway. If we take 1% and divide it by 28 stamina, it means each point in stamina added to your character gives you .0357% more consistency for every shot.
How can so little a % make such a difference, then?
Once you get around level 55 and over, you might notice that even if you hit nice shots all the time, your distance will vary. For those of you who chart using low stamina, this is most reflected in the inconsistency of your driver's distances.
An example: Your base stamina is 6, and your drive at 104% is 350 yards. Again, in the worst case scenario, your fairway is [98.214% - 100%]. This means you have an effective consistency of 343.76y - 350y on your drive. Your margin of error is thus 6.24y.
Now let's say your 5i is 300y max at 100%, and you have the same stamina. Your 5i's range is then 294.64 - 300y, margin of error is thus 5.36 yards.
If you play by circle only and can estimate your landing using 5i within 4y of the pin on every shot, and then you factor in the margin of error associated with low stamina, your putt will be anywhere from 4y - 9.36y.
However, let's take the same situation as described, but say you had 28 stamina.
If you play a 4y consistency as described, and instead have a margin of error of 99-100%, your putts will now be anywhere from 4y - 7y.
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But having a smaller margin of error also decreases the number of shots you can make that fall out of a favorable putting range.
For example, with your 4y - 9.36y pin-playing range, you might as well have 20 different shots to represent that 5.36y margin of error. 5.36y range divided by 20 different shots means .268y intervals.
Your 5i shot distance would then be randomly picked out of any of these because of your low stamina:
294.64y, 294.908y, 295.176y, 295.444y, 295.712y, 295.980y, 296.248y, 296.516y, 296.784y, 297.052y, and so on until 300y.
What do those numbers mean, really? It means you have a 25% chance of stopping your ball within 4y - 5.34y, 25% within 5.34y - 6.68y, 25% within 6.68y - 8.02y, and the last 25% within 8.02y - 9.36y.
If you are a player who can only effectively putt within 5.5yards, then 3 out of every 4 or 5 of your shots will be out of your range. (you have about 25-30% chance of landing with 5.5y)
Now, if you had 28 stamina, how often would it be in your range? Your margin of error is 4y-7y, and you have a possibility of 20 shots for that range. your new percentages are: 25% chance of stopping within 4y - 4.75y, 25% chance of stopping within 4y - 5.5y, 25% chance of stopping within 5.5y - 6.25y, and 25% chance of stopping within 6.25y - 7y
Now you have a 50% chance of getting the ball within putting range instead of about 30%.
=======================
Now... when would I recommend to start putting points into stamina? This part is especially useful to those not yet tour pro.
I recommend 15 stamina with all stat clothes on when practicing/taking the tour pro test and to keep it there from then on. Use a +6stam while in practice, but during the test, you can use 3 +2 zods for 21 stam and 59 irons & woods, and out of test you can use +6 stamina zod again if you wish to continue using them.
===========
At level 61, you should have a base of 120 points to spend on stats. Then you've got 3 zodiacs (save from presents) = another 24 points, and free/present item mall balls for either 2 or 4 points (United cup),
A list of affordable/no-cost stat clothes: Stam shirt +3 stats: 10 - 15 mil Stam shoes +1 stat: 30 - 40 mil Halloween glove +1impact: ~55 mil SO Master Hat +2 stats / Glove +2stats: Free, but must be selected
Playing Cad from 41-61 with a Cyma on at all times should net you at least the Stam Shirt and shoes. The trouble is finding them for sale... tough luck for you Shaorings out there too. :[
21 stam, 26 skill, the rest should go into power/impact. You'll likely have 55 - 60 power and 57 - 62 impact, which is well enough to play hela/forneus comfortably.
Once you're done with the test, you can still use 59 clubs. They are the best choice until you can afford tornadoes.
Once you start exping and winning Tour Pro NG, you should easily be able to afford one zodiac at all times. Especially if you play with level 59 clubs, or stick with non-r tornadoes.
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Post by coffers on Apr 17, 2007 14:01:15 GMT
A discussion by oTon:A few weeks ago, while standing on the driving range, I was bored. So I thought a change in my mainstream-golflife would be a good idea. Getting my fedora out of my locker and dropping my stats to level 1. The little devil on my left shoulder (he looked a bit like Sproket) told me to set my stats in a way I never thought I would. So I went up to 50 skill, base stamina and 65 power and rest on impact. I really was afraid and was scared to lose all my distance now, but hey.. after a few OB shots on the driving range I was like: WTF??? I gained 6-10 yards with my iron shots without any spin, with spin it was an even more awesome gain. Ok, I was paralyzed. So I went straight to Cadeiger and started 18 holes. Guess what... It was a pain in the a.s.s. Yes, all my targets were now on spots I never saw. I saw the green for the first time with my 5i on hole 8, I reached it in rain with my 5i and in sun with my 7i. I spinned around every tree in my way, but i also destroyed every green with those lovely black stripes I drived hole 9 but I couldn't get enough loft with fullside spin and hit the rock. I drived left around the rock on hole 13. And at the end... I was as wise as i was at the beginning but with a +21. I started to figure out what's different now and what's not, it did cost me tons of minus xp, hours and days to see it: it's all about spin. For my driver I learned that a 5 or 7 o' clock spin is the one with the most distance + loft. My woods were like normal with full sidespin, and I didn't gain that much on them on distance compared to same level players. On my irons I play only full spin if i'm really in need of it, approaching the green with full sidespin means a really hard to control curve on the green. So its better to use just a touch of spin and perhaps switch back to a higher club. Also every diagonally spin is now way better then the straight ones. In clouds and rain it's not that big of a difference to me like before with my 28 skill. They turn in way more but you can learn to aim with that. Why playing with such a high skill? - Gaining way more distance as compared to adding power / impact. - Reaching spots you couldn't reach before in different weather conditions. - Very good ballcontrol on the green Are there any negatives? - Yes. - If you change your stats in such a manner you need a really long time to get used to it. - It's not a thing of testing 1-2 hours or an evening. - There are some holes that are harder to play now because you need to get used to your new "ballroll" on the green and also because of losing some loft/height most of the time due to less impact. (perhaps you can wear a +6 impact zodiac at the beginning) I would never suggest a level 70 to play with such a high skill because of losing so much impact and a base of 65+ power is needed to play in my opinion, but as level 80+ you could try and have fun with it. And the end of the story... I like it, and I'm still learning to be better with all that Skill & Spin I know it is not a tip and not a trick posting, its only a report of playing with high skill and I hope you enjoyed it a bit. Right now my stats are: power 66 impact 75 stamina 6 skill 50 (without any use of zodiac and only with my stat clothes on) edit: power 57 impact 58 stamina 6 skill 77 _________________ oTon TeeTime
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Post by coffers on May 4, 2007 10:13:11 GMT
level/points that lvl/total points aquired (estimations posted on Games Campus thread)
Level 1 - 80 - 80 Level 2 - 180 - 260 Level 3 - 310 - 570 Level 4 - 460 - 1030 Level 5 - 650 - 1680 Level 6 - 860 - 2540 Level 7 - 1120 - 3660 Level 8 - 1480 - 5140 Level 9 - 1780 - 6920 Level 10 - 2180 - 9100 Level 11 - 2640 - 11740 Level 12 - 3200 - 14940 Level 13 - 3800 - 18740 Level 14 - 4520 - 23260 Level 14 - 5350 - 28610 Level 16 - 6250 - 34860 Level 17 - 7200 - 42060 Level 18 - 8400 - 50460 Level 19 - 9700 - 60160 Level 20 - 11400 - 71560 Level 21 - 13100 - 84660 Level 22 - 15000 - 99660 Level 23 - 17000 - 116660 Level 24 - 19500 - 136160 Level 25 - 22500 - 158660 Level 26 - 26000 - 184660 Level 27 - 30000 - 214660 Level 28 - 34000 - 248660 Level 29 - 38000 - 286660 Level 30 - 42500 - 329160 Level 31 - 47500 - 376660 Level 32 - 53000 - 429660 Level 33 - 59000 - 488660 Level 34 - 66000 - 554660 Level 35 - 74000 - 628660 Level 36 - 83000 - 711660 Level 37 - 94000 - 805660 Level 38 - 106000 - 911660 Level 39 - 120000 - 1031660 Level 40 - 135000 - 1166660 Level 41 - 150000 - 1316660 Level 42 - 165000 - 1481660 Level 43 - 180000 - 1661660 Level 44 - 200000 - 1861660 Level 45 - 223000 - 2084660 Level 46 - 245300 - 2329960 Level 47 - 269830 - 2599790 Level 48 - 296813 - 2896603 Level 49 - 326494 - 3223097 Level 50 - 359143 - 3582241 Level 51 - 395058 - 3977299 Level 52 - 434563 - 4411863 Level 53 - 478020 - 4889883 Level 54 - 525822 - 5415705 Level 55 - 578404 - 5994110 Level 56 - 636245 - 6630355 Level 57 - 699869 - 7330224 Level 58 - 769856 - 8100081 Level 59 - 846842 - 8946923 Level 60 - 931526 - 9878449 Level 61 - 1024678 - 10903128 Level 62 - 1127146 - 12030275 Level 63 - 1239861 - 13270137 Level 64 - 1363847 - 14633984 Level 65 - 1500232 - 16134217 Level 66 - 1650255 - 17784473 Level 67 - 1815281 - 19599754 Level 68 - 1996809 - 21596563 Level 69 - 2196490 - 23793054 Level 70 - 2416139 - 26209193 Level 71 - 2657753 - 28866946 Level 72 - 2923528 - 31790474 Level 73 - 3215881 - 35006355 Level 74 - 3537469 - 38543824 Level 75 - 3891216 - 42435039 Level 76 - 4280337 - 46715377 Level 77 - 4708371 - 51423748 Level 78 - 5179208 - 56602956 Level 79 - 5697129 - 62300085 Level 80 - 6266842 - 68566927 Level 81 - 6893526 - 75460454 Level 82 - 7582879 - 83043332 Level 83 - 8341167 - 91384499 Level 84 - 9175283 - 100559783 Level 85 - 10092812 - 110652594 Level 86 - 11102093 - 121754687 Level 87 - 12212302 - 133966990 Level 88 - 13433532 - 147400522 Level 89 - 14776886 - 162177408 Level 90 - 16254574 - 178431982 Level 91 - 17880032 - 196312014 Level 92 - 19668035 - 215980049 Level 93 - 21634838 - 237614887 Level 94 - 23798322 - 261413209 Level 95 - 26178154 - 287591363 Level 96 - 28795970 - 316387333 Level 97 - 31675567 - 348062900 Level 98 - 34843123 - 382906024 Level 99 - 38327436 - 421233459 Level 100 - 42160179 - 463393639
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Post by coffers on May 16, 2007 11:24:30 GMT
An uphill shot adds backspin. So, dont hit a SW with full backspin up a big hill or its coming right back down, the hills height is noted right below the flag icon floating near the pin.
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