u/efootballers

Master League Sprint: Estimating Total Spending by Top Spenders

We do not have an estimate of how much Konami earns per pack, but Master League Sprint can give us some ideas about the top spenders. Here is my analysis:

  • The Master League Sprint was available for roughly 174 hours.
  • This is equivalent to 126 lives (116 + 10 initial).
  • For every won match, there were 200K fans. (This is a high estimate, draw=150K and lose=100K)
  • By ignoring bonus fans (from user-controlled matches), the highest possible number of fans someone could get without spending was around 25M. Any number above this was gained by recovering lives. We can deduct 25M fans from every player, assuming he got without recovering lives.
  • So, every 10K fans roughly costs 1 coin, and every 1M fans roughly costs 100 coins. (It costs more than that, but this is an optimistic estimate.
  • In Console, number 1 has 687M fans, which means he spent at least 66,200 coins.
  • Top-1000 in console, collected roughly 45.4B fans and spent at least 2,046,600 coins.
  • In mobile, number 1 has 716M fans, which means he spent at least 69,100 coins.
  • Top-1000 in mobile, collected 70.8B fans, and spent at least 4,584,980 coins.

So, 2000 people spent at least 6,631,580 coins. Estimating the actual amount is difficult due to regional differences and coin discounts. But for the sake of getting an estimate, let's assume all of them are from the Euro region and used 12,000 coins for a 100 EUR deal; then they spent around 55,000 EUR.

  • With the above assumption, #1 spent around 575 EUR

I think for mobile, if considering ranks after 1000, more people spend on this mod than on console. It would be interesting to find someone with 25M mobile fans to get a better estimate of the total number of spenders. Also, this 25M threshold is not perfect, as some people might be below it and still spend money to catch up in the rankings.

Edit:

@tascristiano mentioned in the comment that he got 21.8M fans without spending and ranked 49240. Considering this information, lowering the threshold from 25M to 22M (accounting for losses and draws in the first seasons), and considering that some people below his rank spent money to catch up.

Considering all this, it seems the top 50K in mobile collected 1.6T fans and spent 53,000,000 coins, which is equivalent to 440,000 EUR (with the above-mentioned region and pack assumptions).

u/efootballers — 28 days ago

Taining and playing WillPower Players (Epic Ronaldo)

Having the new Epic Ronaldo with the WillPower skill, just wanted to share my opinion about the skill. These are from Amadeusz's findings and my own experiences:

Main information: from this post and this one

  • Willpower increases both the Finishing and Kicking Power stats by +1 with each shot.
  • Headers, clearances made with the shoot button, and fake shots do NOT affect the buff.
  • Free-kick shots also have the same effect as shots.

While playing, consider that:

  • Do not force yourself to always shoot with the WillPower player (forget about the skill and play normally).
  • Put a counter-target on the player. He will be more useful toward the end of the game.
  • Alternatively, you can put the Willpower player in the midfield just before half-time to get an extra 35% recovery. (I assume that this still holds in the recent updates).

While training:

  • Just give the cheapest points for shooting up to 4 or 8. So do not focus on reaching 90 or 95.
  • Do not think about any threshold for kicking power (e.g., a few points below 90 is fine)
  • Use the remaining points elsewhere.

The uploaded Ronaldo build is an example. Some may want more curl; depending on how you attack, you may need more curl. Please let me know what you think.

https://preview.redd.it/wyyex3i5f95h1.png?width=853&format=png&auto=webp&s=ef61369268acdd72c05b41e2d25fdd91fd2bd013

Edit:
Or if you don't need high ball control, the following build is more aerial threat (thanks to u/Mysterious-Dog3482 to bring this to my attention.)

https://preview.redd.it/jrh46138w95h1.png?width=761&format=png&auto=webp&s=2fb2cafee5e07c72383a9db6efcd4353d4e1f168

reddit.com
u/efootballers — 1 month ago

Understanding eFootball Skills (including Attacking Surge): Categories, Activation Logic, and Effectiveness

With a new skill on the way, I thought it would be helpful to categorize skills to get a better sense of how useful each one can be. Also, this is my opinion and might have played a bit of favoritism in the list. Anyway, I would be happy to hear others' take on the skill categories and characteristics.

skill list 1

skill list 2

I analyzed the key skills in the game and tried to categorize them. The columns are:

  • Type: This is based on Skye's eFootball Encyclopedia and relates to Amadeusz (Please check the document; it is updated and a great source).
    • Animation: the skill triggers a new animation.
    • Parameter: You can think of a change in the hidden mechanics of the game.
    • Stat: affects the player's states (e.g., acceleration, speed).
  • Game Results: If the skill gets triggered based on the result of the game. Empty means no effect.
  • Game Time: if the skill gets triggered based on the time of the game (1st or 2nd half). Empty means no effect.
  • Other Players: if the skill applies to other players. Empty means only on the subject player.
  • Player Position: If the skill is only triggered for a specific position (e.g., CB). Empty means no position dependent.
  • Location: If the skill only gets triggered when the subject is in a specific location. Empty means no location-dependent.
  • Specific Scenario: If the skill only gets triggered when a specific scenario. Empty means that triggering does not need a specific condition.
  • Control over skill: How much you have control over triggering the skill. Yes means full control.

I think these categories can help us to understand how effective a skill is and how often it is triggered.

Most useful skills are (in no particular order):

  • Phenomenal Pass: Not limited to location, player position, etc and gets triggered automatically when passing in unorthodox posture, good for quick build-up.
  • Long-Reach Tackle: the only limitation is that the player must be stationary or moving slowly; otherwise, it often gets triggered. I personally disagree that it is animation-based, and the definition says it increases the frequency of standing tackles even when the opponent seems far away. So, it is like a parameter type and, in simple terms, gives the player more daring to tackle even if the opponent is far away. It does not convert them to Jean-Claude Van Damme.
  • One Touch Pass, Through Passing: Mandatory for MFs, FWs, and good for DFs.
  • First Time Shot: Mandatory for all players getting into shooting position
  • Fighting Spirit: In today's high-pressure game, this is a gold skill that not only helps against fatigue but also helps the player maintain accuracy when passing, shooting, and heading. Basically, it can be activated in every situation.
  • Magnetic Feet: The skill gets triggered easily.
  • WillPower: Can save a lot of points when allocating to shooting, and can be spent somewhere else.
  • Aerial Superiority: always triggered in aerial duels (does not mean that you always win the duel)
  • Heading: I think it also includes passes done with the header as well.
  • Super-sub: You always substitute, and better to give your usual subs
  • Track Back: Not recommended on CBs, RB/LB, or DMF (especially Anchor Man), as it moves them out of position. Most useful on CMF, or AMFs if you want to make them more aggressive in the midfield.
  • Outside Curler: Every player can have it (even with high weak foot accuracy). Almost mandatory for players with not "very high accuracy" (not essential for CB, LB/RB)
  • Edge Crossing: can help even your shorter forwards to score headers.
  • Acrobatic Clearance: essential for CBs and DeepLined MFs.
  • Interception and Blocker: Intercepting improves the chance of intercepting a pass. Blocker is for both passes and shots and also limits rebounds. Mandatory for CB, RB/LB, DMF. If your CMF, AMF, LMF/RMF, SS, or CF has a high defensive stat (>70), it could be useful.
  • Long-range curler and Blitz Curler: ultimate joy when you can pull one.
  • Other useful skills: Heel trick, pinpoint crossing, Double Touch, Marseille Turn, Cut Behind & Turn, Sole Control, Long Range Shooting, Visionary Pass, Phenomenal Finishing, Bullet Header, Momentum Dribbling.
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u/efootballers — 1 month ago