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Formula for Potential Uncovered

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188524.23 in reply to 188524.20
Date: 7/7/2011 2:55:24 PM
Overall Posts Rated:
204204
there are some really interesting things in there. JR for Cs is quite surprising, in particular when comparing to JR for PFs. PGs are the only ones whose driving affects the potential. OD is roughly as important for SFs as for PGs. Passing for PGs and Jump Shooting for SFs are responsible for more than 25% of the potential... and quite a bit more.

This Post:
11
188524.25 in reply to 188524.24
Date: 7/7/2011 3:24:16 PM
Overall Posts Rated:
204204
kudos for all that work, nevertheless.

and while I pretty much expected JS to be important for PFs, neither did I think it could be irrelevant for Cs - nor more relevant for PFs than for PGs.

Of course, this opens the field very wide for an attempt to maximise a player under potential and salary perspectives - basically, how far can I train any player, given his potential, so that I get the highest skill sum/the lowest salary out of him. Pandora's BB Box.

This Post:
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188524.26 in reply to 188524.1
Date: 7/8/2011 10:11:22 AM
Overall Posts Rated:
959959
is the actual formula already included in the newest version of the parrot?

This Post:
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188524.27 in reply to 188524.26
Date: 7/8/2011 10:16:12 AM
Overall Posts Rated:
13691369
There are new versions of the parrot?

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
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188524.29 in reply to 188524.24
Date: 7/9/2011 4:13:42 AM
Overall Posts Rated:
246246
I am not a math freak but something seems strange to me in this model. I think of an SG for example that is extremely close to become a PG by salary definition. PS has low weight in capping for an SG. Let's assume that with one round of PS training the player becomes a PG. Out of a sudden his PS skills become extremely important and he is capped (maybe even "overcapped" ). Can you circumvent caps by choosing certain training paths? Or do you think 5 capping formulas are calculated simultaneously and the most restrictive one is applied?

This Post:
00
188524.30 in reply to 188524.29
Date: 7/9/2011 4:16:14 AM
Overall Posts Rated:
13691369
That´s pretty much his model, yes. It doesn´t matter what he´s listed in, once he capped in ANY category, once the "trigger is pulled", he´ll slow down in every category whatever he does. Works fine with the players on my roster.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
00
188524.32 in reply to 188524.31
Date: 7/9/2011 7:08:56 AM
Overall Posts Rated:
959959
acoording to the formula, best player (with most total skills) possible looks like this:

Jump Shot: tremendous Jump Range: marvellous
Outside Def.: prodigious Handling: tremendous
Driving: tremendous Passing: marvellous
Inside Shot: prodigious Inside Def.: prodigious
Rebounding: prodigious Shot Blocking: prodigious

Total Skills: 149

too bad this guy might not make his NT because of the absence of sharp skills.. :)



wouldn't it a player with max out Handling, and atrocious in all other skills? Ok you can not train him, but if i understand the formula right is it just multiplikation, and handling has the smallest mulitplikator from all skills.

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