BuzzerBeater Forums

Help - English > Capped player

Capped player

Set priority
Show messages by
This Post:
11
284742.11 in reply to 284742.9
Date: 02/18/2017 12:53:57
Oulu 76ers
II.4
Overall Posts Rated:
245245
Thank You Manon and Lemonshine! Learning something new here and also important.

Im training 3 players, using buzzermanager and atleast trying to manage minutes so im all set up for this. Although two other trainees game shape has been only strong most of the season. But i can see what you are talking about. It also seems that atleast for now my player is still getting the training pretty much so I will keep training him along keeping eye of the DMI.

This Post:
11
284742.12 in reply to 284742.11
Date: 02/18/2017 19:18:40
Overall Posts Rated:
14901490
As I said elsewhere there is another thing to keep in mind: soft cap and hard cap. Hard cap would be when Buzzer-manager shows a player as 100% capped (give or take, CP is more accurate). When it shows something like 93%-100% it means the player might have reach the soft cap and training will still progress, just not at full speed.

Example: Allstar potential
An Allstar potential can have anywhere between 6.00 and 6.99 Potential. The maximum you can train the player is 6.99 after that it's widely assumed the speed drops to 0, but between the actual value and the maximum value you can still train at a reduced rate.
Say the value of the actual Potential is 6.5. 1->6.5 full speed. 6.5->6.99 reduced speed. 7.0+ no more training.
Obviously between 6.5-6.99 the DMI will likely still go up if you train a primary skill.