Originally posted by PackMan97
Originally posted by knudlen
Originally posted by Kung Set
route run is a major waste of points imo. you'd be better served putting the points directly into speed and agility.
Lets put some logic into this statement too. Lets say you have 61 speed and 61 agility, putting you into the 3:1 range. To raise both of them 3 points each through skill points alone, thats 18 (9+9) skill points. Now, since we've already addressed that RR is a flat bonus (and please kung, ive seen smart posts from you before, don't argue that point because its very clear) we just don't know how big that bonus is. Lets assume for the sake of an extreme example though, that 1 point in RR raises SPD and AGI .5 each. Thats an EXTREMELY conservative estimate btw. So, in order to raise them 3, we would need 6 points in RR. Thats 12 SP to raise it to 6 (1+1+2+2+3+3), over a levels worth less. That's pretty significant. if you assume a 1:1 ratio (a much more logical though obviously unprovable hypothesis), it's even more SP effective to raise it.
So really, as far as Skill Point Equivilancy, putting Route Run is more efficient than putting points in agility and speed themselves. Now of course, thats only true from the line of scrimmage to when you catch the ball. Route Run won't help you on kickoffs, or for getting any YACs, which overall makes the decision a little less clear cut. But, in terms of increasing your chances to catch the ball, Route Run is clearly both an effective SA, and once you hit 3:1, much more effective than raising the attributes themselves.
Except, let's say you take SPD/AGI to the +4 cap, that makes the points you put into RR even MORE valuable since it would cost even MORE to raise those skills! So, the higher your spd/agi, the better RR is because the more it would cost to raise spd/agi!
Hm, so after reading all this, I guess the question is just how much of a flat bonus it is (pretty sure Bort confirmed it was a flat bonus). The estimate of +1 to BOTH speed and agility seems like a little much, but I guess it's balanced out by the fact it doesn't work after the catch.
Originally posted by knudlen
Originally posted by Kung Set
route run is a major waste of points imo. you'd be better served putting the points directly into speed and agility.
Lets put some logic into this statement too. Lets say you have 61 speed and 61 agility, putting you into the 3:1 range. To raise both of them 3 points each through skill points alone, thats 18 (9+9) skill points. Now, since we've already addressed that RR is a flat bonus (and please kung, ive seen smart posts from you before, don't argue that point because its very clear) we just don't know how big that bonus is. Lets assume for the sake of an extreme example though, that 1 point in RR raises SPD and AGI .5 each. Thats an EXTREMELY conservative estimate btw. So, in order to raise them 3, we would need 6 points in RR. Thats 12 SP to raise it to 6 (1+1+2+2+3+3), over a levels worth less. That's pretty significant. if you assume a 1:1 ratio (a much more logical though obviously unprovable hypothesis), it's even more SP effective to raise it.
So really, as far as Skill Point Equivilancy, putting Route Run is more efficient than putting points in agility and speed themselves. Now of course, thats only true from the line of scrimmage to when you catch the ball. Route Run won't help you on kickoffs, or for getting any YACs, which overall makes the decision a little less clear cut. But, in terms of increasing your chances to catch the ball, Route Run is clearly both an effective SA, and once you hit 3:1, much more effective than raising the attributes themselves.
Except, let's say you take SPD/AGI to the +4 cap, that makes the points you put into RR even MORE valuable since it would cost even MORE to raise those skills! So, the higher your spd/agi, the better RR is because the more it would cost to raise spd/agi!
Hm, so after reading all this, I guess the question is just how much of a flat bonus it is (pretty sure Bort confirmed it was a flat bonus). The estimate of +1 to BOTH speed and agility seems like a little much, but I guess it's balanced out by the fact it doesn't work after the catch.






























