Hey, good video on basic HUD use! Most interesting part for me was how you would exploit your opponent when they deviate from optimal play. I would like to see a whole video (or even a series) where you go over player (or pool) tendencies in your HM3 database and how you exploit these.
fails the frequency test, also since proper value esp for SRP is lowish, can easily be skewed by a couple of 763r BBvUTGs early in sample. Also tough to distinguish between someone leading 15% only value, 15% only bluffs, 15% balanced etc without including other stats which fail frequency test even harder.
Is it not fair to say donk stat has more effectiveness when the stat is very high though? I often am playing people with 40%+ donk stat over 200+ hands.That seems to me quite useful in this context
In that circumstance, yes, if you're getting in the kind of volume where you have 200+ hand samples on a relatively low frequency event against a large amt of opponents (this kinda has to be well into the tens of thousands of hands though, I would think) then stats increase in value and so HUD design in general should be more extensive, which then allows you to be less rigorous with entry requirements.
Sidenote - if you mean that you have 200+ hands total on someone, rather than 200+ lead opportunities within a much much larger overall sample, you most likely have <5 opportunities for them to lead flop, rendering the stat almost completely worthless. I'm sure you're statistically literate enough for this not to be the case, but felt compelled to mention just on the off chance you, ahem, arent.
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Hey, good video on basic HUD use! Most interesting part for me was how you would exploit your opponent when they deviate from optimal play. I would like to see a whole video (or even a series) where you go over player (or pool) tendencies in your HM3 database and how you exploit these.
cool, ill def keep that idea in mind.
I noticed you left lead out. What are your thoughts on that one?
I'm thinking lead and follow through for both SRP and 3BP, but these also seem to need splitting between tight and wide range scenarios.
fails the frequency test, also since proper value esp for SRP is lowish, can easily be skewed by a couple of 763r BBvUTGs early in sample. Also tough to distinguish between someone leading 15% only value, 15% only bluffs, 15% balanced etc without including other stats which fail frequency test even harder.
Is it not fair to say donk stat has more effectiveness when the stat is very high though? I often am playing people with 40%+ donk stat over 200+ hands.That seems to me quite useful in this context
In that circumstance, yes, if you're getting in the kind of volume where you have 200+ hand samples on a relatively low frequency event against a large amt of opponents (this kinda has to be well into the tens of thousands of hands though, I would think) then stats increase in value and so HUD design in general should be more extensive, which then allows you to be less rigorous with entry requirements.
Sidenote - if you mean that you have 200+ hands total on someone, rather than 200+ lead opportunities within a much much larger overall sample, you most likely have <5 opportunities for them to lead flop, rendering the stat almost completely worthless. I'm sure you're statistically literate enough for this not to be the case, but felt compelled to mention just on the off chance you, ahem, arent.
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