Figuring out caps Topic

Warning: long and nitty.   Trying to wrap my head around our skill system here.  

1.   When a player is red and I get that note from the trainer saying "I can't help junior with passing anymore" does that mean he has reached his hard cap?   Or just close?

2.   I understand that red is range from 0-x possible improvement, black is x-20 possible improvement, and blue is 21+ possible improvement.       Is this correct?   what is the border between red and black?

3. There seems to be consensus that blue begins at 21 potential remaining.    Is this accurate and predictable?   in other words, if a guy at 60 turns from blue to black when he goes to 61, can I conclude that his hard cap in that skill is 81?

4.   There also seems to be agreement that players under 20 learn slower.   So a guy starting at 10 will take longer to get to 20 than another player would take going from 40-50.   For this example we assume they both have at least 10 potential remaining.   Is this accurate?

5.   If #4 is true, is it also on the high end?   slower from 80-90 as well?    I am picturing a bell curve with guys moving faster through the middle and slower at the ends . .

6.   I saw a post describing 'low high' potential and 'high high' potential.    The post said that LH was 21-27 and HH was 28+.    Can anyone better define high/high?   example I am looking at recruiting a guy with 20 in a core but high/high.   So I could expect him to cap at no less than 48.   But what would be the maximum and the average amount of potential his high/high would give him?

7  Work ethic - seems to be a world onto itself - I could ask another batch of question just about WE.   Anyone have any observations on exactly what causes WE to change? 

I like this game but the lack of docs drives me nuts:/    I understand their desire to protect their formulas but they could give give us a little more than zero information . .

4/19/2015 10:05 PM
Answers aren't 100%

1) close but not quite there

2) that is correct and I believe the bore between red and black is either 7 or 8

3) yes the amount of points remaining is predictable when you see the change between colors

4) correct, players with low ratings will improve slower.

5) you are correct about the bell curve, improvement slows the closer a rating gets to 100

6) there is a thread out there that has a chart showing how much improvement was seen per rating at high/high. Ratings like per and lp you are more likely to see crazy high growth. Other ratings won't get much more than 30 points of improvement.

7) We affects how fast ratings will increase. The only thing that increases we is playing time.
4/19/2015 10:20 PM
All of Blackdog's answers are pretty much right on the money.  For #2 though, the "line" between low and average is 6/7.  Low he can have 0-6 points remaining, average 7-20.  Low/high is 21-27.  High/high is 28-?.  In other words, there is no "set" cap to what high/high can reach (besides 100 of course).

He is correct about LP and Per showing the crazy amounts of growth, guys have gone from the teens up to 100 in those two categories.  The other categories, for high/high, can reach high 30's to low 40's worth of growth, but that would be close to the very limit.

For #1, you can also go to a player's ratings history tab, pretty much figure out where the change from average to low happened, then add 6 more points to that and that will allow you to find his max in that category.  In fact, you can use that same concept to get a rough estimate of where ALL of your player's ratings are going.  I've not heard anyone mention that yet, don't know if everyone was holding that close to the vest or what.  Surely other coaches must have realized that by now.

As far as documents, formulas, etc., all of the questions you've asked have been answered numerous times.  You simply need to use the search function for the HD forums and you'll find everything you need plus some.

4/19/2015 11:58 PM (edited)
Regarding question #7, and blackdog's answer, I thought the key driver to increased WE was Starts, with Playing Time being the secondary driver. Anyone out there have any experience with this?
4/20/2015 2:49 AM
Posted by bobmeyer on 4/20/2015 2:49:00 AM (view original):
Regarding question #7, and blackdog's answer, I thought the key driver to increased WE was Starts, with Playing Time being the secondary driver. Anyone out there have any experience with this?
its starts and playing time, but also, the growth of work ethic falls on a bell curve, centered at 50. you gain WE the fastest at 50 and slowly at the edges. 
4/20/2015 3:09 AM
has anyone ever looked into if or how play distribution or injuries effect things?   Obviously in real life -

every kid that is good enough to get a schoolship was 'the man' on his high school team.   Now he comes to college - a Div III school no less - and I never call a play for him, driving home the fact that he is just another guy here.    Would that effect his WE?    And injuries in RL effect athleticism and more . .  not saying I want that level of realism, injuries are bad enough when you just lose the player

4/20/2015 4:50 AM
OK here is another cap quandary.   I recruited this guy with 37 'black' rebounding.      It is still 37, but it is red?!
4/26/2015 8:53 PM
Posted by deroches on 4/26/2015 8:53:00 PM (view original):
OK here is another cap quandary.   I recruited this guy with 37 'black' rebounding.      It is still 37, but it is red?!
there is "hidden tenths" so he moved up from like 37.0 to 37.4 so technically his cap is now ~44.4 since red means 7.
4/26/2015 9:04 PM
TY onlyis.   makes sense.

BTW your old team kicked my butt the other night.   There is just something demoralizing about getting beat by a sim . . even when they have good players

4/26/2015 11:16 PM
Figuring out caps Topic

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