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Forum > Position Talk > Safety Club > LVL 58 SS...thoughts??? effective LVL is 54...Whats wrong?
deuces422
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Assassin of Troy (Lv. 58 SS)
Ht/Wt: 6'3", 221lbs

Attributes
Physical Attributes
Strength: 63.05 (+1)
Speed: 111.05 (+34)
Agility: 71.77 (+1)
Jumping: 33.77
Stamina: 44.85
Vision: 64.05 (+2)
Confidence: 41.77

Football Skills
Blocking: 16.55
Catching: 21.55
Tackling: 62.05
Throwing: 8
Carrying: 16.55
Kicking: 9
Punting: 8

Special Abilities
Coverage Abilities
Change Direction: 2
Superior Vision: 3
Swat Ball: 2
Sticky Hands: 2
Closing Speed: 2

Hard Hitter Abilities
Wrap Up Tackle: 4
Diving Tackle: 5
Growl: 4
Big Hit: 7
Monster Hit: 5

Additional Abilities
Head Hunter: 6
Veteran Abilities
David vs Goliath: 11
Jackhammer: 15
Motivational Speaker: 2
Sure Tackler: 15

 
The Kingpin
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Vision to 68
Stamina to 48
Jumping to 48
Confidence to 48
Vision to 74
 
Mount Vernon
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Effective level is low because you raised a minor, agility, before your majors. You also did SAs before your attributes were finished.

By stamina and confidence to 48, ZXC means to train those from here on out. No need to SP in those imo.

Also, ditch Motivational Speaker. That strategy was killed two seasons ago I think. Ditch sure tackler. Also Jackhammer will be going away in two seasons I believe. Replace those with whatever your DC wants.
 
Djinnt
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You probably raised speed to like 50 or 60, then raised agility, then raised some vision, strength or tackling, then went back to speed and agility, then back to vision, then strength, etc. You probably also invested in SAs early which will never help any build.

If you raise your attributes in a more direct path, and get them high early, you will receive automatic level gains on the attribute when it's higher. If for example, your attribute (major) is 68, and in another scenario it is 35, if you level, the one that is 68 gets the same bonus, assuming you're the same player level, as the one that's 35. What makes it better is that in order to raise an attribute that is already 68 you would have to train it (which takes very long) or use SP (which costs a bunch of SP just to raise it once.)

You have to use each factor to your advantage:
Training: the lower the attribute is, the better it is to train in terms of quick gains. The closer the attribute is to its next successive 'cap', the worse it is to train in terms of long term gains.
SP: The lower the attribute is, the less it costs to raise, and the inverse is true - the higher the attribute is, the most it costs to raise.
Automatic level gains(ALGs): The higher the attribute is, the more value automatic level gains have. Majors have precedence over minors, and minors have precedence over other attributes. This also means that attributes need to be high sooner so that the attribute can get the better ALGs sooner, in order to accumulate more long term gain.


When you put that all together, you can draw a few clear cut conclusions, though some remain vague:

1. You want to train/SP and subsequently receive ALGs on majors first. Presumably you want your most important attribute to be the first you raise, because late build it will be the highest.
2. The faster you get to the cap you intend to stop at for an attribute (be it 68, 73, 77, etc) the higher that attribute will be later in your build, which gives your build more numerical value or higher "effective level."
3. SAs and other attributes (non-majors, non-minors) should be raised last, because they don't get any ALGs. They will only be as high as you raise them, so make sure to account for this by the end of your build.
4. It is better in terms of training efficiently to train a low attribute instead of using SP on it. However, getting to caps faster means better ALGs. You need to find a balance throughout your player's lifetime of training low, and capping fast.

The older your player becomes, the less important it will be to cap quickly because ALGs diminish after a point, so the rules change. Training becomes more valuable, SP comes slower, and so it becomes more important to thoroughly train attributes before capping them.
 
Packers27
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Whats wrong?

You put too many points into SAs too early. Do you want to be a coverage guy or a hard hitter? Because, it looks like you are trying to be both. This is also another classic example of a speed overkill. Its too much, way too much for his level. Your agilty, vision, and jumping is hurting. Those are key attributes that makes a SS work. Also, you have too many VAs. A Level 58 should be eligible for ballhawk(40 jumping). To be honest, I'd retire him but it depends on how much money you want to throw into the game. The answer I'm expecting is "Money is not a problem" or maybe something more macho but anyway, retire him or spend the next 5 seasons leveling him out.

I had a SS that was behind like yours, but his effective level was probably about 6 lvls lower than the actual. I narrowed that down to 2 in 3 seasons, but I never had that much speed or VAs in hard hitter. If this guy has value to YOU then take advice and apply it over the next few seasons and you will be glad you kept him probably.
 
Packers27
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I'd also re-work his AEQ
 


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