Possession: Difference between revisions

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==Introduction==
#REDIRECT[[Scoring_opportunities#Possession]]
 
When playing a match, the possession your team has at a certain minute determines your chances of getting a [[Regular_chances|goal chance]]. It depends on both your team's and the opponent team's [[midfield]].
 
Possession can be observed on the match report, at the end of the first half (minute 45) and the end of the second half (minute 90). That number is calculated using a formula which takes on consideration the midfield level of both the teams at that particular minute.
 
===Formula===
 
Possession(your_team) =
100 * (Midfield_(your_team) / (Midfield_(your_team) + Midfield(opponents_team)) )
 
* The scale of the midfields values is: 1=disastrous (very low), 2=disastrous (low) ...
* It's also possible to use values: 0,00=disastrous (very low); 0,25=disastrous (low); 0,50=disastrous (high); 0,75=disastrous (very high); 1,00=wretched (very low) ...
* You can test an implementation of the formula at [http://www.databased.at/hattrick/x-ray/pages/possession.asp The HattriX-Ray]
 
===Observation===
 
One consequence of the formula (in terms of gameplay) is that as the average midfield level gets higher, possession differences get smaller for the same difference in midfield levels.  For example:
* ''disastrous (very low)'' vs ''wretched (very low)'' (1 level) = 71% possession
* ''solid (very low)'' vs 'excellent (very low)'' (1 level) = 54%
 
Also, the midfield values used in the formula are the ones on that particular minute, while the midfield rating that is displayed at the end of the match is the average of the midfield during the 90 minutes. This explains the cases where discrepancies between the possession percentages at the 45th and 90th minute and the midfield rating seem to appear. Events such as:
* red cards (to players affecting the midfield)
* [[injury|injuries]] (to players affecting the midfield)
* [[Special Event#Weather special events|weather]] non-goal events (to players affecting the midfield)
* [[confusion]]
affect the [[midfield]] from the time the event is reported, hence affecting the possession as well.
 
Player [[stamina]] may alter possession minute-to-minute, if a player affecting the midfield is below excellent stamina, but this will not produce an event in the match report.
 
Additional factors that affect midfield ratings uniformly throughout the match include:
*[[overconfidence]]
*[[Team Attitude]]
*Playing [[Counter attack]]
 
==Other==
 
===Possession vs goal opportunities nonlinearity===
{{based_on_research}}
 
Statistical analysis over the goal opportunities distribution taking into consideration the possession levels suggest that the relation between the possession and the number of chances your team has is far from being 1:1. The numbers suggest that you will most likely get 9 or 10 chances in the game if you have 65% possession.
 
*When you have 54% possession, you will most likely get 6 out of 10 chances.
*When you have 57% possession, you will most likely get 7 out of 10 chances.
*When you have 62% possession, you will most likely get 8 out of 10 chances.
 
The formula is believed to be: <math>midfield_rating_A^e/(midfield_rating_A^e+midfield_rating_B^e)</math>, where e=2.72 (e is the base of the natural logarithm, http://en.wikipedia.org/wiki/Euler's_formula)
 
Although this nonlinearity is widely believed, HT-Hasse is on record with a conference post stating that the chance a team will get a scoring chance at a particular point in the match is exactly equal to their possession percentage. This statement, however, has later been dismissed by HT-Tjecken, saying "If that's true, then Hasse was most probably hallucinating" in post 7831771.115.
 
For example, for 60% possession, this chance distribution would result in the team getting 4 chances 11% of the time, 5 chances 20% of the time, 6 chances 25% of the time, 7 chances 20% of the time, and 8 chances 12% of the time.  Although six chances is the most likely outcome, it is more likely that the team with 60% possession will get seven or more than that they will get six.  Outcomes with less than six chances make up about 36% of all outcomes, outcomes with six chances makes up 25% of all outcomes, and more than 6 chances make up the remaining 38%.
 
[[Category: Game Concepts]]

Latest revision as of 23:29, 4 August 2020