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Formula for Potential Uncovered

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188524.63 in reply to 188524.62
Date: 7/18/2011 5:08:53 PM
Overall Posts Rated:
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You´re missing the point. If he´s capped at ONE position, he´s capped at ANY position. If a player reaches his potential, you cannot make him better by going to him and telling him "okay, now you reached your cap at Center, I proclaim you a PG, so you can develop". If he´s over, he´s over.

The "Position" only tells you where he maxes out in Salaray, not where he actually capped.

Zwei Dinge sind unendlich, die Dummheit und das All...
From: Elmacca

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188524.64 in reply to 188524.59
Date: 7/18/2011 5:48:58 PM
Overall Posts Rated:
387387
My own theory was that skills with values 1-8 don't contribute to potential cap calculations. Does your model mean I can safely rule that out in your opinion?

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188524.65 in reply to 188524.63
Date: 7/18/2011 5:53:03 PM
Overall Posts Rated:
9191
The point is if a player can pop, shift position and decrease the total, the system is incorrect.
I know he can't train pass capping. That was just an illustration. If you move it 10 cm -
A player is ABOUT to cap, pops, switches position, has more room to grow than before the pop.

I isolated 2 skills to make the example clearer. One can of course fill it up with other skills.

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188524.66 in reply to 188524.65
Date: 7/18/2011 5:58:47 PM
Overall Posts Rated:
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Huh? A player CAN´T. If he´s capped at one positions, he´s capped at every position. He might get an additional up or two, but his training speed is down already. Doenst matter a whole lot if he "changes position" salary wise.

Last edited by LA-seelenjaeger at 7/18/2011 6:00:30 PM

Zwei Dinge sind unendlich, die Dummheit und das All...
From: Calum

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188524.67 in reply to 188524.64
Date: 7/18/2011 9:23:34 PM
Overall Posts Rated:
394394
I think so mate. And also, i've had experience otherwise. One of my lads with lvl 6 secondaries has capped lower (about 30k as a superstar) than another with 1-4 secondaries.

This Post:
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188524.68 in reply to 188524.65
Date: 7/18/2011 9:59:03 PM
Overall Posts Rated:
244244
What they are saying is that actual position advised doesn't affect capping, only salary. So one sf could be capped as a PG, while another could be capped as a C(probably not true, just theoretical example).

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188524.69 in reply to 188524.68
Date: 7/18/2011 11:10:39 PM
Overall Posts Rated:
9191
Yes! That's why I'm saying that the numbers are incorrect!!

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188524.71 in reply to 188524.66
Date: 7/19/2011 5:07:35 AM
Overall Posts Rated:
404404
Huh? A player CAN´T. If he´s capped at one positions, he´s capped at every position. He might get an additional up or two, but his training speed is down already. Doenst matter a whole lot if he "changes position" salary wise.


It could happen that a player is almost capped,but not entirely capped.So,if you can change training before the player is completely capped,you can give him more than 1 or two skills,because these skills will have a lower impact on potential cap
The fact that training speed would be already down could be the mixed effect of both age and the training of skills that are not "good" for his height.
That's way josef's formulas are so interesting

This Post:
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188524.72 in reply to 188524.71
Date: 7/19/2011 5:23:58 AM
Overall Posts Rated:
13691369
Well, yes, of course. My reply was directed at the example with the SF from the non-believer.

It´s an interesting concept to train a player towards the lower "frontier" of his cap, then switch to minimum impact skills before giving him his final main-skill pops. The formula is worth alot.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
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188524.73 in reply to 188524.72
Date: 7/19/2011 5:40:42 AM
Overall Posts Rated:
404404
Well, yes, of course. My reply was directed at the example with the SF from the non-believer.

It´s an interesting concept to train a player towards the lower "frontier" of his cap, then switch to minimum impact skills before giving him his final main-skill pops. The formula is worth alot.

But can you give him the final main-skill pops?Because however minimum impact skills have a weight,so you should stop 1-2 points before the lower frontier of the cap,then train the minimum skills to reach lower frontier of the cap,and then go with the main-skills again,hoping that your players has high sublevels in potential cap so you can give them the final pops in the main skills
And the player could also have sublevels here and there that raise his potential rating,so he should yet have an higher rating than expected and this should influence in a negative way your plans(sublevels+ minimum impact skills weight could worth around 2-3-4 points so you could not be able to give your player the final pops in main skills)

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