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Elastic effect

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197824.7 in reply to 197824.5
Date: 10/10/2011 10:10:56 PM
Syndicalists' BC
Naismith
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I figure the purpose of the elastic effect was to have well-rounded players, and so I try to keep skills relatively close together. I trust the BBs in developing a system that encourages well-rounded players since I don't feel I'm even close to figuring out the particulars. But I do try to include what little I know when considering what players to pick from the TL.

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197824.8 in reply to 197824.7
Date: 10/11/2011 1:40:19 AM
Overall Posts Rated:
952952
Well rounded playes are surely most effective salary-wise. But elastic effect doesn't only help players to become well-rounded, it also helps to maintain training speed. For example, I'm training JR for more than half a season now and my trainee popped every two weeks regularly. But now his JR level came just one level under JS, HA and DR. I should train 1 on 1 for two weeks now before proceeding with JR, but I didn't. What happened was my trainee didn't pop in JR for third straight week. If I would take into account elastic effect, JR wouldn't slow down.

Last edited by Koperboy at 10/11/2011 1:40:37 AM

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197824.9 in reply to 197824.8
Date: 10/11/2011 1:55:04 AM
Overall Posts Rated:
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i think he hoped, that the elastic effect works in is favour when he keep skills close together, instead of training against the elastic effect and to profit aftrwards from it. I also hope that it is that way, even when i also could imagine that driving/handling, maybe training first could help the general training speed.

Which is optional i don't know.

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197824.10 in reply to 197824.9
Date: 10/11/2011 2:48:56 AM
Overall Posts Rated:
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I see that. If you keep the skills together, you don't have negative elastic effect, but you also don't profit from any skill that is higher (I know that in order to get to that higher skill, you have to take into account negative EE).

driving/handling, maybe training first could help the general training speed.


That's exactly what I'm promoting (for guards and forwards, not for centers): 1 on 1 for forwards is the way to generate elastic effect.

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197824.12 in reply to 197824.10
Date: 10/11/2011 4:24:09 AM
Overall Posts Rated:
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but when the malus raise higher then the profit, you loose throug inbalanced training which would make it better to keep all on a similiar level. Which make you profit from elastic effect, cause you suing it best in this scenario.

I don't know what is best, personally i tend to driving first and then train the rest balanced but the difference is at least not that big to a more conservativ training regime.

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197824.13 in reply to 197824.12
Date: 10/11/2011 4:40:44 AM
Overall Posts Rated:
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Well, the difference can be two-three "free" weeks/season, which is not bad. If you do the training properly, you will never experience 3 weeks for JR or OD, effectively netting you those "free" weeks compared to competition.

Last edited by Koperboy at 10/11/2011 4:40:55 AM

From: B.B.King

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197824.14 in reply to 197824.11
Date: 10/11/2011 4:54:59 AM
Overall Posts Rated:
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I still think that sequence of training doesn't matter. Because if You train skill A faster then skill B is trained slower. And if You train trained skill faster then related skills are trained slower.

How does elastic effect work? If trained skill is on the same level as unrelated skill then 90% of training goes to trained + related skills and 10% of training goes to unrelated skills (numbers aren't strict, they are only to demonstration). If trained skill is much lower than unrelated skills than 99% of training goes to trained + related skills and only 1% goes to unrelated skills. And if trained skill is much higher than unrelated skills then only 80% of training goes to trained + related skills and 20% of training goes to unrelated skills.
As we can see speed of training of trained skill isn't constant but sum of all effects of training is always = 100% ;-)

And very important thing. Related skills in normal training are working in the same way as unrelated skills in elastc effect ;-) BBs wrote it in announcement. So it means that that distribution between trained and related skills sometimes is 80%-20% and sometimes 99%-1%.

If we aggregate these two effects then we could have distributions:
60% - trained skill
20% - related skills
20% - unrelated skills

or

98% - trained skill
1% - related skills
1% - unrelated skills

Difference between 98% and 60% is huge and I'm sure that it's is visible and You can feel that training looks faster. But it doesn't mean that sum of all effects of training is greater ;-)

Last edited by B.B.King at 10/11/2011 4:57:33 AM

This Post:
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197824.15 in reply to 197824.13
Date: 10/11/2011 5:00:02 AM
Overall Posts Rated:
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i really doubt it isbig like that, else the discussion about wouldn't start in season 13-14 first with examples.

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197824.16 in reply to 197824.14
Date: 10/11/2011 5:01:11 AM
Overall Posts Rated:
952952
I'm not sure if I'm following you. I assumed 90%-10% for cross-training is always a constant.

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197824.17 in reply to 197824.16
Date: 10/11/2011 5:07:37 AM
Overall Posts Rated:
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Welcome to Season 17 (Part 1):
With cross-training, these new techniques emphasize each skill as part of becoming a more complete basketball player, and make reference to every skill. Thus, improvement in driving is related not just to related skills (like handling), but also more weakly to unrelated skills (like shot blocking). For the average player in the game, this will result in approximately 10% slower training in their primary skill than before, and additional training in other skills approximately corresponding to that 10% loss. A particularly well-rounded player will continue to receive cross-training but will see a much lower reduction in primary skill training, while a particularly one-dimensional player will see a larger loss.

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