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drakeborn
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Originally posted by Daddy Warbucks
It doesn't really matter how soon you get an attribute to 49 if you're taking it to 61+
It only matters how soon you get that last cap.


Sure it does. You'll get to that last cap with more SP efficiency if you get to that first cap faster. Why waste auto leveling on a key attribute point when it costs 1 SP when it could be going towards an attribute point that costs 2 or 3 SP?
 
Djinnt
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Because auto leveling for a WR is worth .33 a level.
You can easily get more than that out of training an attribute to 35 instead of 28, then it only takes you 13 SP to raise it to 48 instead of 20 from 28. (So you have those extra 7 SP to spend on 48-61)
There's no way you benefit enough from auto leveling gains to outweigh that. You'd have to level 21 times.
 
drakeborn
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Originally posted by Daddy Warbucks
Because auto leveling for a WR is worth .33 a level.
You can easily get more than that out of training an attribute to 35 instead of 28, then it only takes you 13 SP to raise it to 48 instead of 20 from 28. (So you have those extra 7 SP to spend on 48-61)
There's no way you benefit enough from auto leveling gains to outweigh that. You'd have to level 21 times.


You can still be training in another key attribute while enjoying the auto level gains in your first. It isn't as if a WR only has one attribute. I will grant you that saving a lot of SPs even after you can cap can be an arguably decent strategy if you're primarily concerned about getting one attribute as high as possible. But you'll lose out slightly on SP value of your player overall.


(Of course, in the OP's case, we're talking about a level 48 WR saving points to spend it on an attribute which is only 15 right now. He should have been training Strength well before now if that was his intention.)
 
Djinnt
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Originally posted by drakeborn
But you'll lose out slightly on SP value of your player overall.


I disagree with you.
 
drakeborn
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Originally posted by Daddy Warbucks
I disagree with you.


It is easy to see if you simulate builds using both approaches.

Just as one quick example, I took a sample WR roll at level 1 on day 0 of a season who started with 17 speed, 13 Agility, and 11 Vision.

For both examples, I did Normal Training (with shopping) for 9 days then switched to Intense. Assumed maximum XP.

Sample WR1
Held SPs until he could first cap Speed (at day 9). Then switched to Agility/Vision for training and kept adding SPs to Speed until it hit 68.

Sample WR2
Held SPs until he could triple cap Speed (At end of first season). After S1D9, switched to Speed/Agility, then switched to Agility/Vision after triple capping Speed.

At S2D5:

WR1: Speed 68.63, Agility 24.63, Vision 23.62, 3 Unspent SPs.
WR2: Speed 69.63, Agility 24.63, Vision 15.62, 5 Unspent SPs.

(For WR2, speed was around 30 when I committed the points. The effect would be even more pronounced if I kept training Speed to 35 before putting in points.)

As you can see, WR1 has 2 more SP Value than WR2 (8 higher Vision + 3 Unspent = 11 SPs vs. 1 higher Speed +5 Unspent = 9 SPs.) So while the second method gets you a higher single attribute, your overall build will be lower in SP value.

Of course this example is rudimentary as there are some other methods you can use to maximize a build further, but it illustrates the point I was making.

 
gbnk82
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I softcapped my recivers strength about 4 seasons ago while it hasnt really made a significant difference with breakign tackles i have noticed my reciver rarley drops passes with softcapped strength although unless you plan on trying to make a Anquan Boldin type player i would say stop at 30 as thats really all you need
 
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