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BB Global (English) > Formula for Potential Uncovered

Formula for Potential Uncovered

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This Post:
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188524.114 in reply to 188524.112
Date: 8/4/2011 5:12:58 PM
Overall Posts Rated:
209209
Or to put it differently:

A player has reached his TRUE-CAP when he has reached any of his PG-CAP/SG-CAP/SF-CAP/PF-CAP/C-CAP.
At this point, it doesn't matter what his position is, his training will be slower no matter what.


Hey, I guess a player could "uncap" due to skills dropping with age.

"Air is beautiful, yet you cannot see it. It's soft, yet you cannot touch it. Air is a little like my brain." - Jean-Claude Van Damme
This Post:
11
188524.115 in reply to 188524.114
Date: 8/4/2011 5:43:19 PM
Overall Posts Rated:
13621362
yes, but what is the point training a player who is already losing skill due age

This Post:
00
188524.116 in reply to 188524.115
Date: 8/5/2011 5:24:15 AM
Overall Posts Rated:
1515
OK, thank you for your clarifying replies :-)

This Post:
22
188524.117 in reply to 188524.1
Date: 8/7/2011 7:58:14 AM
Overall Posts Rated:
12061206
For each level of potential, the Cap is a Potential Score-value in the range as stated below.

I prefer simple Potential Exploitation, not Potential Score.
If:
PE - Potential Exploitation
PS - Potential Score (Your formulas)
then:

PE = PS/2 - 4

Then we have in comparison:


Caps: PS PE
0 announcer: 10 1
1 bench-warmer: 10 - 12 1 - 2
2 role player: 12 - 14 2 - 3
3 6th man: 14 - 16 3 - 4
4 starter: 16 - 18 4 - 5
5 star: 18 - 20 5 - 6
6 allstar: 20 - 22 6 - 7
7 perennial allstar: 22 - 24 7 - 8
8 superstar: 24 - 26 8 - 9
9 MVP: 26 - 28 9 - 10
10 hall of famer: 28 - 30 10 - 11
11 all-time great: 30 11



It's easier to understand.
I used it here:
http://bbtools.x10.mx/potencjal/

This Post:
00
188524.119 in reply to 188524.118
Date: 8/7/2011 8:34:41 AM
Overall Posts Rated:
12061206
exhaustion, used, or... score.
Score is good, but I didn't want to use the same, because in this way we have markings collision - if we say that
X = X/2 - 4
it means that
X = -8
And I think it is impossible that all players in BB have potential -superstar (negative superstar)

I noticed that if we increase all skills by 1, then almost exactly one level of potential is used.
So it means that if players has better potential by one level, then he will be capped when all skills will be one level higher.

Last edited by B.B.King at 8/7/2011 8:44:40 AM

From: B.B.King

This Post:
11
188524.121 in reply to 188524.120
Date: 8/7/2011 3:57:40 PM
Overall Posts Rated:
12061206
I think 1-11 scale is better than 0-10.
Because scale of potential in BB is from 1 to 11, not from 0 to 10.
If we use Your scale then allstar will have range from 5,00 to 5,99. But in BB allstar = 6. And it will be harder to understand if allstar (6) is capped when tool shows 5,38.
In scale from 1 to 11 allstar has range from 6,00 to 6,99. And it's natural and intuitive.

This Post:
00
188524.123 in reply to 188524.122
Date: 8/8/2011 3:38:27 PM
Overall Posts Rated:
12061206
Yes.
My calculator changes negative numbers to zero (to solve this problem).
But practically I don't see problem to use negative value of Potencial Score for very weak players. In this way we know how far are they from cap.
It looks like every 10 pops (one in every skill) cost players one level of potential. And we have 4 level of potential for free (so player with all skills = 4 has potential score = 0).
Player with all skills = 5 has potential score = 1
all skills = 6 -> potential score = 2
etc
all skils = 14 -> potential score = 10
all skills = 15 -> potential score = 11
So theoretically it is possible to have player with sum of all basic skills = 150 (10 x 15). Even little better if use combination with higher levels in "cheaper" skills.

Last edited by B.B.King at 8/8/2011 3:39:13 PM

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