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DMI and potential cap

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188149.1
Date: 6/25/2011 5:48:24 PM
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Hello! I don't know if there is already a discussion about this going on and if it's included in Coach Parrot. I browse forums a lot and didn't see this topic yet.

Is it possible to determine a potential cap watching how DMI goes up for each skill separately? For example, I'm training guards. When they have proficient game shape for few weeks in a row, that's the best moment to watch DMI jump after each training. We all know Proficient game shape is constant (doesn't have sublevels) and rises on non-trained players only when receiving experience. Well, and when old players' skills drop.

So I'm training a PG and when I train PA, I see a 25.000 - 26.000 rise each week. But when I train OD, I see a smaller rise (let's say about 18.000-20.000). That's of course always during proficient game shape of the trainee.

So if we find out the value for each skill via training (doesn't need a pop) watching DMI on trainees with proficient Game Shape, is it possible that we can also find how many "skill points" each skill contributes to the potential cap?

I hope I made myself clear since I'm not a native english speaker...

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188149.3 in reply to 188149.1
Date: 6/26/2011 6:37:04 PM
Overall Posts Rated:
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I considered it in Past. But I'm afraid invisible sublevels have different impact on DMI than visible pops. For example there is (imo) difference in DMI increase between two cases: if skill increases from 12,60 to 12,90 and if skill increases from 12,90 to 13,20. I'm not 100% sure it is typical behavior but I saw this situation few times (of course I talk only about situations when game shape = 9).
The same situation when stamina drops. If stamina drop is invisible then change of DMI is little. But if stamina drop is visible then change of DMI is huge. However weekly drops of stamina are almost the same.
So I'm not sure DMI formula is differentable in every point (and I know it's crazy, because I can't imagine reason why non-differentable function should be used). I can imagine it if best possition of player changes because in this case formula changes. But it shouldn't happen when best possition is still the same. Other hypothesis - formula of DMI has five functions (for every possition) but best possition for DMI could be different than best possition for salary.
Issue is very interesting.

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188149.4 in reply to 188149.2
Date: 6/27/2011 12:20:07 AM
Overall Posts Rated:
952952
But I don't understand your last sentence about finding the skill contribution to potential cap via DMI, I believe this is not possible like that.


I think the best way to explain myself is by giving an example (I'm pulling data out of my head and not using a calculator; it's just an example):

Let's say you have a guard with all 6 guard skills trained to 15 (marvelous) and a potential of MVP. He has DMI of 2.500.000 . You know that MVP caps at around 2.700.000 - 3.000.000. And let's say you know this:

JR pop from 15-16: +50.000 DMI; from 16-17: 90.000 DMI
PA pop from 15-16: +40.000 DMI; from 16-17: 75.000 DMI
OD pop from 15-16: +30.000 DMI; from 16-17: 55.000 DMI

And so on. Now you can predict pretty accurately when will your player cap and you can choose which skills to train accordingly to that.

That's what I meant, I hope I made myself clear...

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188149.7 in reply to 188149.5
Date: 6/27/2011 3:40:59 AM
Overall Posts Rated:
952952
Also, you cannot say things like 'JR pop from 15-16: +50.000 DMI', because the increase for one skill level is a fixed percentage of the previous value, depending on position. So it is not the same for all players but depends on distribution of skills.


I know, the DMI increase is not the same for every position. So we could say "PF: +10.000 DMI, SG: +50.000 DMI" and so on. But I didn't know about the percentage. Do you know what percentage that is for each position and each skill?

About my suggestion: I see the whole thing is a bit more complex than I imagined, so maybe it would not be that easy afterall to determine potential cap by DMI. Alhough I still think that would be the most accurate.

Last edited by Koperboy at 6/27/2011 3:41:15 AM