Originally posted by ShakeNBake
Actually I've heard that same statement quite a few places
Here's one I came across just a few minutes ago, I don't know if it's true or not, just throwing it out there
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Special Abilities (“SAs”) act as multipliers for certain skills, but they are not always active.
Some skills are very likely to be active, Run Block and Pass Block for the O-Line is a good example.
The ones that are more likely to be active are very low multipliers...0.075 times blocking in a Running play for example.
Additional levels of SAs will either make them more likely to be active, or add to the multiplier:
+1 Run Block = boost of 0.075 (Active 75% of plays)
+2 Run block adds an additional 0.025 (Active 75% of plays)
+3 Run Block adds an additional 0.015 (Active 75% of Plays)
So say we run 100 Running plays...
You have a 75% chance of a 0.075 bonus - 75 Plays.
You have a 75% chance of an additional 0.025 bonus - 56.25 plays.
You have a 75% chance of an additional 0.015 bonus - 42.1875 Plays.
So out of 100 Running plays you will get the full effects of a 3 SAs bonus on 42.1875 plays.
But you have a 3 out of 4 chance of some kind of bonus, think of it as rolling 3 Dice.
You get one roll to see if the level one boost takes effect, if yes then the second and third roll is to see if you get the additional boost.
If not then the second roll is to see if you get the initial boost
That's saying that the "extra levels" are smaller in comparision to the initial ones, but that they're ADDED on to the initial boosts. The thing you just copied and pasted states that you're much more likely to get the bonus, or multiplier, where at Matt said that you'll have LESS of a chance of working
Matts Explanation: You've got 3 dice, and you're trying to get the number 4. You get it on the first two, but not the third. His reasoning is that the more you have in it, the harder it is to reach the "full potential"
The way he explains it is a little misleading. You've got the same amount of chance to activate the initial boost and/or skill. Then, with that 2nd level, you've got a chance of activating ANOTHER boost, ON TOP of the initial boost.
Think of it as a 1-and-1 situation in basketball. If you miss the first free throw, rebound, live ball. However, if you make the first one, you get the chance to shoot that second one.
Only with the 3 levels, it's a 1-and-1-and-1, where the 2nd and 3rd shots are just harder to make. If you hit the first shot, you get a second one (think 3 point line instead of FT line). If you hit the 2nd one, you get a 3rd shot (half court, instead of 3point or FT line). If you hit that 3rd shot, you get the FULL boost, full points, full effect, full yada yada.
Without that 2nd or 3rd level, if you hit that first shot, you're done. Cool...I guess. I'd much rather have the CHANCE of hitting those next two shots, even if it does get tougher.
Actually I've heard that same statement quite a few places
Here's one I came across just a few minutes ago, I don't know if it's true or not, just throwing it out there
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Special Abilities (“SAs”) act as multipliers for certain skills, but they are not always active.
Some skills are very likely to be active, Run Block and Pass Block for the O-Line is a good example.
The ones that are more likely to be active are very low multipliers...0.075 times blocking in a Running play for example.
Additional levels of SAs will either make them more likely to be active, or add to the multiplier:
+1 Run Block = boost of 0.075 (Active 75% of plays)
+2 Run block adds an additional 0.025 (Active 75% of plays)
+3 Run Block adds an additional 0.015 (Active 75% of Plays)
So say we run 100 Running plays...
You have a 75% chance of a 0.075 bonus - 75 Plays.
You have a 75% chance of an additional 0.025 bonus - 56.25 plays.
You have a 75% chance of an additional 0.015 bonus - 42.1875 Plays.
So out of 100 Running plays you will get the full effects of a 3 SAs bonus on 42.1875 plays.
But you have a 3 out of 4 chance of some kind of bonus, think of it as rolling 3 Dice.
You get one roll to see if the level one boost takes effect, if yes then the second and third roll is to see if you get the additional boost.
If not then the second roll is to see if you get the initial boost
That's saying that the "extra levels" are smaller in comparision to the initial ones, but that they're ADDED on to the initial boosts. The thing you just copied and pasted states that you're much more likely to get the bonus, or multiplier, where at Matt said that you'll have LESS of a chance of working
Matts Explanation: You've got 3 dice, and you're trying to get the number 4. You get it on the first two, but not the third. His reasoning is that the more you have in it, the harder it is to reach the "full potential"
The way he explains it is a little misleading. You've got the same amount of chance to activate the initial boost and/or skill. Then, with that 2nd level, you've got a chance of activating ANOTHER boost, ON TOP of the initial boost.
Think of it as a 1-and-1 situation in basketball. If you miss the first free throw, rebound, live ball. However, if you make the first one, you get the chance to shoot that second one.
Only with the 3 levels, it's a 1-and-1-and-1, where the 2nd and 3rd shots are just harder to make. If you hit the first shot, you get a second one (think 3 point line instead of FT line). If you hit the 2nd one, you get a 3rd shot (half court, instead of 3point or FT line). If you hit that 3rd shot, you get the FULL boost, full points, full effect, full yada yada.
Without that 2nd or 3rd level, if you hit that first shot, you're done. Cool...I guess. I'd much rather have the CHANCE of hitting those next two shots, even if it does get tougher.






























