I've checked older forums and I think you might be right, in which case you can scrap the part about a "hard cap"
Read:
(236748.8)or here:
(251113.40)This would mean that the DMI solution is a bit shaky and will need some common sense applied to it. So you need to go back and see how much DMI went up in the past and compare to the gains you've had more recently (if any). I can tell you that for my capped players DMI dropped due to stamina depletion more than they gained from training (assuming rhyminson and gunner were correct), but I've never trained low cap players (only 8 or 9 potential) so every player I capped was relatively old when he reached the upper band for his potential.
Use JoeyCa coefficients, so basically this:
Role/weight JS JR OD HA DR PA IS ID RB SB
PG 0.18 0.3 0.3 0.23 0.11 0.5 0.05 0.05 0.2 0.03
SG 0.45 0.45 0.4 0.06 0.06 0.07 0.06 0.1 0.25 0.03
SF 0.6 0.25 0.3 0.05 0.05 0.03 0.1 0.2 0.35 0.03
PF 0.34 0.06 0.05 0.05 0.05 0.03 0.4 0.4 0.4 0.18
C 0.08 0.15 0 0.03 0.03 0.03 0.46 0.42 0.45 0.25
Multiply the coefficients above to your player's skills and compare it to this table:
Pot_Number Pot_Name Min Max
0 announcer 10 10
1 bench warmer 10 12
2 role player 12 14
3 6th man 14 16
4 starter 16 18
5 star 18 20
6 allstar 20 22
7 perennial allstar 22 24
8 superstar 24 26
9 MVP 26 28
10 hall of famer 28 30
11 all-time great 30 50
If your number you obtain is below the minimum for the relevant potential, you're fine. If it's in between you might have slower training speed (but not necessarily).
My guy:
(31801722) is sitting at 28.1
Last edited by Lemonshine at 2/19/2017 4:32:20 PM