Minimum to maintain a stat? Topic

Is it 7min of practice to keep a stat static?
9/2/2010 11:22 AM
Yes, except for shooting (LP or Per) where you can use 3 min. Also, 10 min is probably the lowest for FT (I keep it at 12).
9/2/2010 11:30 AM
For some reason I thought 6 was enough to maintain.  No?
9/2/2010 11:33 AM
I've been using 7 all around, using 3 for LP and PER would definitely help (if that's true)
9/2/2010 12:00 PM
Depends on WE and PT too.
9/2/2010 12:28 PM
If it has low potential you can go with 0
9/2/2010 12:53 PM
I thought it was confirmed by Seble a while back that 7 also maintains with FT now. 
9/2/2010 12:58 PM
I can't believe how many people still ignore the fact that you can get away with 0 minutes once a stat is maxed out.  I have lots of guys with 0s for 2 years without losing a single point.  If they do I'll give them 10 minutes until they get it back and then drop it to 0 again.  If the stat isn't capped then you need 7 or 3 for shooting stats, but if it's maxed you don't need to waste minutes on it.
9/2/2010 1:20 PM
Is that how the stats work though?  Is it all or none?

I didn't know if you'd still be losing skill in the stat, but it just hadn't dropped to the point of showing yet.  For example, does a stat max out at 83 or does it max out at something like 83.5, then when you stop putting minutes into it, it will start slowly dropping to 83.4, .3, etc - then you don't see a reflection of that until it goes from 83.0 to 82.9.

Doubt anybody knows for sure, but I was just curious.
9/2/2010 3:27 PM
Posted by ryrun on 9/2/2010 3:27:00 PM (view original):
Is that how the stats work though?  Is it all or none?

I didn't know if you'd still be losing skill in the stat, but it just hadn't dropped to the point of showing yet.  For example, does a stat max out at 83 or does it max out at something like 83.5, then when you stop putting minutes into it, it will start slowly dropping to 83.4, .3, etc - then you don't see a reflection of that until it goes from 83.0 to 82.9.

Doubt anybody knows for sure, but I was just curious.
according to billyg that's how it works and if says so I believe it.
9/2/2010 3:58 PM
Posted by cthomas22255 on 9/2/2010 12:58:00 PM (view original):
I thought it was confirmed by Seble a while back that 7 also maintains with FT now. 
This is what I would really like to know. I'm pretty sure I remember something of this sort.
9/2/2010 4:30 PM
Posted by ryrun on 9/2/2010 3:27:00 PM (view original):
Is that how the stats work though?  Is it all or none?

I didn't know if you'd still be losing skill in the stat, but it just hadn't dropped to the point of showing yet.  For example, does a stat max out at 83 or does it max out at something like 83.5, then when you stop putting minutes into it, it will start slowly dropping to 83.4, .3, etc - then you don't see a reflection of that until it goes from 83.0 to 82.9.

Doubt anybody knows for sure, but I was just curious.
you are right in your idea of how it works.

essentially when you max a category, you can maintain it with 0 minutes practice. now really, behind the scenes, over a season you might have dropped from say 88.7 to 88.6. what i've found is that the loss due to 0 minutes is very probably less than .1 per season, and beyond shadow of a doubt, less than .2 per season. 

because there seems to be 1 improvement curve, when the rate of improvement goes to 0 (which, when maxed, is the case), the rate of decrease also goes to 0. in many cases, you can gain 1 point after getting the maxed email, which is a very slight rate of improvement, which is why you might see a very slight rate of decrease at the capped message. but at least 90% of the time you won't see even a single point drop.

as far as non capped categories, it varies significantly by playing time and work ethic. ive had plenty of guys gain a point with 5 minutes of practice, and seen it at 4 (not lp or per). so for some guys even at 4 you are going up, not down. for some guys, you will even be dropping at 6.

i put low potential freshman with points of improvement left at 0 all the time as well, and quite often see no change. so i wouldn't just use 0 when capped - i would use it for at least, any non critical low potential category on a player who has meaningful improvement gains elsewhere.

also, i think the 7 minutes for ft shooting is accurate. 
9/2/2010 6:09 PM
Posted by cthomas22255 on 9/2/2010 12:58:00 PM (view original):
I thought it was confirmed by Seble a while back that 7 also maintains with FT now. 
Yes, seble said 7 for everything but LP and PE, which are 3.

I used to use 10 as a minimum for FT too, until seble said 7 for everything.  Been using 7 for FT for two seasons and it seems fine.
9/2/2010 9:53 PM
Dev chat (5/4/10):

When a player hits the hard ceiling for a skill, will any practice minutes need to be spent in order to maintain that level? (jetsons - All-Star - 2:12 PM)

There is a minimum number of minutes to maintain each rating even after capping out. That number is 7 minutes for everything but Perimeter and Low Post which are 3 minutes each.



9/2/2010 9:57 PM
Posted by ryrun on 9/2/2010 3:27:00 PM (view original):
Is that how the stats work though?  Is it all or none?

I didn't know if you'd still be losing skill in the stat, but it just hadn't dropped to the point of showing yet.  For example, does a stat max out at 83 or does it max out at something like 83.5, then when you stop putting minutes into it, it will start slowly dropping to 83.4, .3, etc - then you don't see a reflection of that until it goes from 83.0 to 82.9.

Doubt anybody knows for sure, but I was just curious.

billyg already answered this, but I just have to ask "who cares?"  I mean honestly, if you can use the minutes to pick up a few points in another category who cares if somebody drops from an 83.5 to an 83.1?

9/2/2010 10:56 PM
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