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Simulator Algorithms

Offensive, defensive and neutral games

31.1.1- Here are the offensive plays that can be attempted during a game and the attributes that influence their success rate:

GameAttribute
PassPA (50%), FI (15%), EX (15%), SH (10%), FAT (10%)
Carrying the washerVI (35%), FI (20%), EX (15%), FAT (15%), SH (10%), IT (5%),
Throwing from the enclaveLA (40%), FI (15%), EX (15%), SH (10%), FAT (10%), FO (10%)
Throwing the tipLA (40%), FO (20%), EX (15%), SH (10%), FAT (10%), FI (5%)
Throw from the sideLA (40%), FO (15%), EX (15%), SH (10%), FAT (10%), FI (10%)
Throw from behind the netLA (40%), FI (20%), EX (15%), SH (10%), FAT (10%), FO (5%)
Throwing (others)LA (40%), FO (25%), EX (15%), SH (10%), FAT (10%)
Lobber / ClearLA (40%), FI (25%), EX (15%), SH (10%), FAT (5%), FO (5%)
Send to the bottomLA (40%), FO (25%), EX (15%), SH (10%), FAT (5%), FI (5%)
Throwing and thwartingFI (25%), VI (20%), LA (15%), EX (15%), FAT (15%), SH (10%)

31.1.2- Here are the defensive plays that can be attempted during a game and the attributes that influence their success rate:

GameAttribute
InterceptFI (25%), DEF (20%), VI (15%), EX (15%), SH (10%), FAT (10%), IT (5%)
Stealing the puckVI (20%), FI (20%), DEF (20%), EX (15%), SH (10%), FAT (10%), IT (5%)
Blocking a throw (players)DEF (55%), EX (15%), IT(10%), SH (10%), FAT (5%), FI (5%)
Block a shot (goalkeepers)LA (35%), VI (15%), EX (15%), SH (10%), FI (10%), FAT (5%), FO (5%), IT (5%)
FailureFO (25%), IT (20%), EX (15%), FAT (15%), SH (10%), DEF (10%), VI (5%)
HarpoonDEF (45%), EX (15%), SH (10%), VI (10%), FI (10%), FAT (5%), IT (5%)

31.1.3- Here are the neutral games that can be attempted during a game and the attributes that influence their success rate:

GameAttribute
Face-offMAJ (75%), EX (15%), SH (10%)
Battling for the puckFO (35%), IT (20%), FAT (20%), EX (15%), SH (10%)
Taking possession of the free puckVI (40%), FAT (20%), IT (15%), EX (15%), SH (10%)

31.2- Momentum

31.2.1- Momentum points increase the probability of success for all games attempted throughout the game.

31.2.2- Pre-game momentum is calculated using the following factors:

FACTORVALUE
BASIC POINTS50
HOME16.5
90+ ME* PLAYERS4/player
PLAYERS 80+ ME*2/player
70+ ME* PLAYERS0.5/player
WINNING STREAK0 à 5
LOSING STREAK-5 à 0
TRAINER MOTIVATION10 à 20
EXCHANGES PLAYERS 75+ AVG LAST 5 DAYS-3/player
FOREIGN MATCHES IN LAST 10 GAMES-2/part
INVESTMENT TRAVEL VS. RECENT TRAVEL0 à 10
WIN PERCENTAGE** (%)-40 à 0
CHANGE OF TRAINER IN THE LAST 7 DAYS0 à 10
FILLED ARENA***-5 à 10
INCOMPLETE ALIGNMENT****-10 à 0
TOTAL*****0 à 100
  • Captain + 100%, Assistants + 50%
  • * Calculated if the 2 teams have played 6 games or more.
  • ** Calculated at the moment the match starts (staircase function according to %), if regulation R20.1 is activated.
  • *** If regulation R20 is activated.
  • **** May occasionally exceed 100

31.2.3- Momentum varies over the course of a game (long term):

31.2.3.1- Goals during the game (+)

31.2.3.2- important stops during the game (+)

31.2.3.3- combat victories during the game (+)

31.2.3.4- Game failures (+)

31.2.3.5- Stopping time (+)

31.2.3.6- End of period (- if ahead and + if behind Momentum)

31.2.3.7- Change of keeper (+)

31.2.4- Momentum for your next game is displayed in each team's pre-game.

31.2.5- The pre-game Momentum value is updated automatically when the Pro/School is saved, to take account of players who are dressed for the game.

31.3- Advantage

31.3.1- Advantage points increase the probability of success of the next game attempted.

31.3.2- Here are the elements that vary the Advantage during the next game (short term):

31.3.2.1- Winning a face-off (+)

31.3.2.1- Passing (+)

31.3.2.2- Making a successful interception (+)

31.3.2.3- Stealing the puck (+)

31.3.2.4- Successful checking (+)

31.3.2.6- Successful lobe (-)

31.3.2.6- Successful release (-)

31.3.2.8- Numerical advantages (+)

31.3.2.9- Removing the guard (+)

31.3.2.10- Successful play with a good Hockey Sense attribute (+)

31.3.2.11- Successful game with a good Experience attribute (+)

31.3.2.12- Coaches' numerical advantage attribute, if applicable (+)

31.3.2.13- Coach's numerical disadvantage attribute, if applicable (+)

31.3.2.14- Equal strength attribute for trainers, if applicable (+)

31.4- Fatigue

31.4.1- Fatigue is a value used only for game simulation.

31.4.2- At the start of a game, all players have a fatigue value of 100 (not tired).

31.4.3- Fatigue fluctuates throughout the game, depending on the player's playing time and endurance (EN).

31.4.4- All games are influenced by the player's level of fatigue. The more tired a player is, the less effective he will be in all games, at a percentage that varies according to the game attempted.

31.4.5- A player rests during stoppages, when he is on the bench, or during intermissions.

31.5- Line changes

31.5.1- The simulator determines when there is a change based on the players' past ice time and the game situation (face-off, Lober/Delegate or successful downfield throw).

31.5.2- The simulator determines who boards the ice based on the game situation (equal strength, numerical advantage, numerical disadvantage), line numbers and player fatigue.

31.5.2.1- In the event of injury, the simulator replaces the player at each line change by the best non-fatigued player in the same position if possible, otherwise by the best non-fatigued player.

31.6- Penalties

31.6.1- Before each game, the simulator calculates the probability of each player receiving a penalty according to his position (less chance if it's the goalkeeper) and his Discipline attribute.

31.6.2- When there is a penalty, the simulator chooses a type of penalty and a number of minutes.

31.7- Injuries

31.7.1- Before each game, the simulator calculates the probability of each player sustaining an injury according to his position, his Durability attribute and the robust penalties that have just occurred.

31.7.2- When an injury occurs, the simulator selects an injury type and decreases the player's Condition attribute.

31.7.3- An injured goalkeeper with a condition equal to or greater than 60 may act as a substitute goalkeeper.

31.7.4- An injured goalkeeper with a condition of less than 60 cannot take part in the game as a substitute goalkeeper. However, this type of injury is extremely rare.

31.8- Fighting

31.8.1- Before each game, the simulator calculates the probability of a fight based on the number of fighters on the ice at the same time.

31.8.2- The simulator determines the winner of the fight on the basis of each fighter's power and chance. If the fight is a draw, no winner will be determined.

31.8.2.1- A player's power depends on the attributes of Condition, Fatigue, Intensity and Strength at the time of combat.

31.9- Shooting

31.9.1- If no goal is scored in overtime, a shoot-out determines the winner of the match. Each team sends a minimum of 3 players, who are determined in the match line-up made by the GM. If more than 3 players are needed to complete the shootout, the Speed and Throw attributes are used to determine which other players will take a shot.

31.10 - Choice of additional player on goalie withdrawal

When the goalie is removed from the game, an additional player is sent onto the ice. The player who is sent is chosen according to the following priorities, in order :

  1. On the Coach > Strategies & Practices > Attackers tab, select players in order of priority. You can prioritize up to 9 players.
  2. The player must not be injured or serving a penalty, or already be on the game.
  3. The first player on the list to meet these criteria is sent to the ice.
  4. If there is no set list, the player with the best MOY among the 20 players taking part in the match and who is not injured, serving a penalty, or already on the game.

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