BuzzerBeater Forums

Help - English > No potential left - training

No potential left - training

Set priority
Show messages by
This Post:
11
284758.4 in reply to 284758.3
Date: 2/17/2017 4:53:40 AM
Overall Posts Rated:
14901490
Presumably it depends on age and height as well.

The general assumptions has been that the ceiling is equal to the maximum potential so a 9 potential at best will have a skillset equal to that of a 10.0 potential player (let's call it hard cap).

Then of course since potential also has sublevels we need to ask ourselves what happens when you reach the actual level. So if one guy has 9.3 potential (let's call it soft cap) he can definitely get to 10.0, but after he passes 9.3 training should slow. On this period 9.3->10.0 nobody really knows how much speed reduces but either I have been very lucky that the sublevels were very high (like 9.8) or speed does not reduce dramatically between soft and hard cap. In particular I also got a few crosstraining pops at very high sublevel values. I think 1/3 training speed with crosstraining at full speed might be a fair assumption for this.

I don't know if and how much training you can get after you hit the hard cap, but I always assumed it to be 0.


The best way to test this would be with many low potential players, although at lower potentials it's also harder to have a clear picture of the sublevels by skill (because they will cap before you have a clear picture).

Last edited by Lemonshine at 2/17/2017 4:56:25 AM

This Post:
00
284758.6 in reply to 284758.5
Date: 2/19/2017 4:25:29 PM
Overall Posts Rated:
14901490
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

This Post:
00
284758.8 in reply to 284758.7
Date: 2/20/2017 4:23:02 AM
Overall Posts Rated:
14901490
No they most certainly aren't. To get to the build that Headless T Gunner posted (see second link) you can't have small increases. This means that for lower potential players who reach their cap level when they are still young, training will progress at a noticeable rate. High potential players (like mine) only reach their potential much later so in that case you can see the DMI stalling or reducing.