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DMI and potential cap

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188149.4 in reply to 188149.2
Date: 6/27/2011 12:20:07 AM
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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...

This Post:
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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