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Forum > FAQ's, Player Guides and Newbie Help > Explain circle capping vs standard 8 caps on primarys
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chief c
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BDizzle sent me to this thread because after 25 seasons I still don't have it right.
Fumanchuchu explained it really well and it makes sense.
Still, I'm basically lazy and barely have the time to run my teams much less figure all the outs with each build.
So thanks! I'll try this for sure but for most of my guys I'll likely continue my old fashioned way whether that's optimal or not.

Take a straight speed back with catching for example.
Roll him and start with speed at 27.
1. I'll train SPD on light just to build enough BT's for quad
then stop and pour all SP into it until he's about 50 days old and cap it at 90.
all the while single enhance and train AGI, CAR, VIS, and CON.
2. At age 70 I'll stop training AGI (at around 48) and start dumping SP into AGI until it hits 82.
3. Meanwhile I'll stop CAR and VIS and CON whenever they hit 52 and fold STA, STR, and CAT into the Quad Training Plan whenever CAR/VIS or CON hits their training goals.
4. As I go I'll gradually peter down from Quad all the way to Light as he gets older trying to keep STA/STR and CAT even.
5. All the while dumping SP into VIS/CAR and SA according to my build goals.
I normally end up with at least 1400+ Player Value SP with a build at 102SPD/ 90AGI/ 82CAR/ 82VIS/ 60 CON, a pretty full tree plus FAKE and 48s in STA/STR and CAT.
 
Time Trial
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The answer to your question is that you need to maximize your attributes by minimizing losses due to opportunity costs.

Math isn't going to work unless you factor the importance of gaining 1 more in one attribute compared to what you lose by adding that.

You would need a formula for each build to say what the pure 'economic' value of an attribute is at any given point for all attributes in a build and for all SAs in a build.

That's the only way 'math' is going to be useful in a build. SP value isn't helpful because it factors all attributes as being equal, when for instance throwing on a pure rushing QB may artificially inflate the SP value without actually making such a significant contribution to the quality of the rushing QB.
 
reddogrw
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Originally posted by chief c
BDizzle sent me to this thread because after 25 seasons I still don't have it right.
Fumanchuchu explained it really well and it makes sense.
Still, I'm basically lazy and barely have the time to run my teams much less figure all the outs with each build.
So thanks! I'll try this for sure but for most of my guys I'll likely continue my old fashioned way whether that's optimal or not.

Take a straight speed back with catching for example.
Roll him and start with speed at 27.
1. I'll train SPD on light just to build enough BT's for quad
then stop and pour all SP into it until he's about 50 days old and cap it at 90.
all the while single enhance and train AGI, CAR, VIS, and CON.
2. At age 70 I'll stop training AGI (at around 48) and start dumping SP into AGI until it hits 82.
3. Meanwhile I'll stop CAR and VIS and CON whenever they hit 52 and fold STA, STR, and CAT into the Quad Training Plan whenever CAR/VIS or CON hits their training goals.
4. As I go I'll gradually peter down from Quad all the way to Light as he gets older trying to keep STA/STR and CAT even.
5. All the while dumping SP into VIS/CAR and SA according to my build goals.
I normally end up with at least 1400+ Player Value SP with a build at 102SPD/ 90AGI/ 82CAR/ 82VIS/ 60 CON, a pretty full tree plus FAKE and 48s in STA/STR and CAT.


that is pretty bad tbh
 
Dub J
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Yeah, that's one of the worst I've ever witnessed.

 
whodey08
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Originally posted by Dub J
Yeah, that's one of the worst I've ever witnessed.



 
Shrazkil
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Originally posted by Hagalaz
I think current circle-capping is only done after the first attribute is over...


Oh yes, for sure. I was more talking about at what point to start circle caping , in response to planktons post about some people going extreme after extreme vs circle.
 
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