How long after you create a player should you wait to spend the original 15 points that you get? If someone could PM that would be awesome, because I have a couple other small questions. Thanks.
Forum > FAQ's, Player Guides and Newbie Help > Level Up Question
Originally posted by InRomoWeTrust
A few tidbits that might help from me:
The biggest four things to understand in GLB are:
a) As attributes rise, it costs more skill points to raise them 1.
- These are what people call "softcaps" or "caps". If someone says "take it to the next cap", they mean to spend your skill points until it costs an additional 1 SP then it did before to raise the attribute 1.
b) Maximize your training
- At lower values, training percentages are higher. As the attribute raises, it becomes less and less efficient to train that attribute UNTIL you cross the cap (with the skill now costing 2 (or whatever) skill points to raise it one, your training is now effectively worth DOUBLE (or more)).
- In general, efficient builders will spend their skill points when training has become less worthwhile.
c) Maximize your ALGs (automatic level gains)
- Each level up, your player gets points towards his majors (yellow stars) and minors (blue stars).
- By raising your most important attribute first to a high cap (think raw (no EQ) ~81 or ~83 value) and then utilizing multi-training to keep training it after you are done placing SPs in it, you can get that attribute to over 100 natural. When you add in +55 or +58 from equipment, that attribute is now creeping towards 160 in value.
d) Focus on raising your most important 3 or 4 attributes as high as you can.
- It's no secret, in GLB there are attributes that are simply necessities. Figure out what 3 or 4 attributes are goign to be crucial for your player and maximize their value. If you are building an offensive linemen, you want to raise strength, blocking, and agility all to 90+ in raw (no EQ) value.
- You can screw up a build elsewhere, but as long as you have your most important 3 or 4 attributes raised to high values and didn't royally do something stupid, you'll be ok and be productive.
Originally posted by InRomoWeTrust
I think an important component being missed in this thread is understanding the why.
As a rule of thumb, training value (not just the percentage you see but the actual net value) is highest right after a cap. Ideally, you want to maximize the time you spend training an attribute that has just been turned over. That's the basic premise with jumping from one cap to another.
Likewise, ALGs (automatic level gains) are additions to your attributes that you get with each level up. These ALGs are flat values, not affected by caps, so they are worth MORE in terms of SP-value when they occur on higher attributes.
Think of it this way. If you receive ALGs on an attribute that is 35 (in the range where it costs 1 SP to raise it 1) you are only getting the value of that ALG. If however that attribute is 65 (in the range where it costs 3 SP to raise it 1) you are getting TRIPLE the SP-value of that ALG because of the cost to raise the attribute 1 with SPs.
A few tidbits that might help from me:
The biggest four things to understand in GLB are:
a) As attributes rise, it costs more skill points to raise them 1.
- These are what people call "softcaps" or "caps". If someone says "take it to the next cap", they mean to spend your skill points until it costs an additional 1 SP then it did before to raise the attribute 1.
b) Maximize your training
- At lower values, training percentages are higher. As the attribute raises, it becomes less and less efficient to train that attribute UNTIL you cross the cap (with the skill now costing 2 (or whatever) skill points to raise it one, your training is now effectively worth DOUBLE (or more)).
- In general, efficient builders will spend their skill points when training has become less worthwhile.
c) Maximize your ALGs (automatic level gains)
- Each level up, your player gets points towards his majors (yellow stars) and minors (blue stars).
- By raising your most important attribute first to a high cap (think raw (no EQ) ~81 or ~83 value) and then utilizing multi-training to keep training it after you are done placing SPs in it, you can get that attribute to over 100 natural. When you add in +55 or +58 from equipment, that attribute is now creeping towards 160 in value.
d) Focus on raising your most important 3 or 4 attributes as high as you can.
- It's no secret, in GLB there are attributes that are simply necessities. Figure out what 3 or 4 attributes are goign to be crucial for your player and maximize their value. If you are building an offensive linemen, you want to raise strength, blocking, and agility all to 90+ in raw (no EQ) value.
- You can screw up a build elsewhere, but as long as you have your most important 3 or 4 attributes raised to high values and didn't royally do something stupid, you'll be ok and be productive.
Originally posted by InRomoWeTrust
I think an important component being missed in this thread is understanding the why.
As a rule of thumb, training value (not just the percentage you see but the actual net value) is highest right after a cap. Ideally, you want to maximize the time you spend training an attribute that has just been turned over. That's the basic premise with jumping from one cap to another.
Likewise, ALGs (automatic level gains) are additions to your attributes that you get with each level up. These ALGs are flat values, not affected by caps, so they are worth MORE in terms of SP-value when they occur on higher attributes.
Think of it this way. If you receive ALGs on an attribute that is 35 (in the range where it costs 1 SP to raise it 1) you are only getting the value of that ALG. If however that attribute is 65 (in the range where it costs 3 SP to raise it 1) you are getting TRIPLE the SP-value of that ALG because of the cost to raise the attribute 1 with SPs.
Originally posted by bbbomb
and then I use all the points on that same attribute?
You should consider sticking with your primary attribute until about ~81 or ~83.
and then I use all the points on that same attribute?
You should consider sticking with your primary attribute until about ~81 or ~83.
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