Originally posted by Phantom Cannon
Thanks for your patience. I'm trying to learn quickly, but some of this is like a new language at first.
I think I understand what you're saying about the "sweet spots", but I thought the idea was to get to the caps as quickly as possible to make the most use of ALGs, or are you saying that specifically about non-primary attributes? Basically, get those up in 'free time' when not trying to cap primary's that get the advantage of ALGs?
I think I'm making this harder than it needs to be.
Nah, it's pretty complex, you seem to have the right Idea so far.
The biggest help is using the Virtual Player Builder script, it lets you run through a whole careers worth of building in minutes, you can load a players current build and run it out to the end. It's a good way to get an idea of what techniques will get you most SPs to play with at the end.
Not sure where the current version of the vpb is at the moment.
Yes I'm specifically saying that about non-primary attributes. Don't confuse primary attributes with major attributes though, majors are the ones that get the biggest auto level gains (algs), primaries are the ones that your dot needs to succeed. Example: Agility is not a major attribute for a run blocking Oline, but it is most definitely a primary attribute. So there is a balance between the algs an attribute gets and the importance is has for your build, vision is a major for Oline, but it is at best 5th most important, however, if you are planning on taking it to the second cap, hitting it up to the first cap when you have the sps lying around to do it will increase the value of the algs by the same amount taking any other major would.