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mandyross
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List of abilities worthwhile:

1) Workout warrior +1% Str
2) Great Blocking +1% Blk
3) Quick - +1% Agi
4) Clutch - 3rd/4th down 'bonus'
5) Red Zone Freak - 5% chance of a +5% attribute raise in red zone
6) Second wind - +2 energy refill for 4th quarter

One interesting fact is that the percentages are added to the base attribute, so that for a G with (say) 73 Blk, 73 Str, 60 Agi, adding 1% to Agility instead of Str/Blk is only a 0.13 difference in attribute gain - so it is possibly worth doing this.

Anyway, please add the abilities I've missed, and rank them.

For me 2 >>> 1 > 3 >> 6 >> 5 = 4

Do you think it's worth adding 15% to blocking immediately?
 
Octowned
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Well one thing is that going over 100 of anything, including equip, might not mean much. So if you've got 73 blk, +15% = damn where's my calculator 73 + 7.3 + 3.5 + 0.15 = 83.95? Okay, then a few natural gains, and your equip and you're looking at 100 blocking basically, and pretty darn soon. So that's not a problem I guess.

Anyway..

1,2,3 are all fine. Doing agility is smart though less valuable, still can get you high without having to spend 3:1 then.

6 is stupid, +2 energy is nothing.

5 seems bad too

4... clutch isn't so bad. It's just.. how often does the G make the difference between converting that 3rd down and not? You'd almost need the entire o-line to agree to pump it up.
 
pottsman
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Originally posted by Octowned
6 is stupid, +2 energy is nothing.

2 is nothing. But maxing it to 15 means you get back 30 energy. If a player ends the game at 60 energy (which seems to be the acceptable standard for most) you use 40 energy in a game, roughly 10 per quarter. So you'll be starting the 4th at 100% again. Sounds more useful now.

 
PackMan97
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My guys are gonna be systematic.

1. Max Workout Warrior to bonus STR to 90-100. Shift EQ to BLK
2. Max Great Blocker to bonus BLK to 90-100. Shift EQ to AGI
3. Max Quick to bonus AGI to 70-80. Shift EQ to Stamina
4. Bash in D-Line!
 
Octowned
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Ah right, compound +30 energy is pretty sweet.

That's a lot of cash to keep switching it around, packman But makes sense ofc.

Not sure what I'm going to do yet, probably wont decide until I do my boosts for next season
 
PackMan97
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well, most of my guys have a decent AGI/BLK already, so I could just go straight to STA. (or whever else I want).
 
PackMan97
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and I agree that the Second Wind is pretty nice!
 
iMan
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Originally posted by pottsman
Originally posted by Octowned

6 is stupid, +2 energy is nothing.

2 is nothing. But maxing it to 15 means you get back 30 energy. If a player ends the game at 60 energy (which seems to be the acceptable standard for most) you use 40 energy in a game, roughly 10 per quarter. So you'll be starting the 4th at 100% again. Sounds more useful now.



thats not how energy works
the energy you see at the end of the game is END game energy
that means if you played a lot in the final 4 minutes but only 30 total plays, you end the game with a low end game energy
if you played 60 total plays but none in the final 4 minutes you likely will end with higher end game energy
 
mandyross
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Originally posted by PackMan97
and I agree that the Second Wind is pretty nice!


I'm coming round to the idea.

Also, if you have Stamina capped, to raise it requires 2 SP. Possibly it is better spending the SP elsewhere and using Second Wind instead.

Haven't done any sort of maths on this though.
 
Djinnt
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Originally posted by mandyross

1) Workout warrior +1% Str
2) Great Blocking +1% Blk
3) Quick - +1% Agi
4) Clutch - 3rd/4th down 'bonus'
5) Red Zone Freak - 5% chance of a +5% attribute raise in red zone
6) Second wind - +2 energy refill for 4th quarter


I like 6>2>4.
These seem to help the team the most.

30 energy is a lot. If my players already dominate a bonus of 15% to blocking is nothing compared to keeping them fresh the entire game. I also like Clutch a lot because people commonly play their starters then, and logically it would affect a little under a fourth of the game, and under half of my player's playing time... probably the more important plays, too.
 
crackerjacket
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Any thoughts on Thick Skin for an offensive tackle dealing with defensive linemen with intimidation skills?
 
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I thought intimidation skills are used against the QB, not the offensive line.
 
RAPB
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Originally posted by quantofsol2008
I thought intimidation skills are used against the QB, not the offensive line.


Re-read "Aura of Intimidation".
 


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