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Ideal JR for SF

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228815.20 in reply to 228815.1
Date: 10/26/2012 5:27:24 PM
Overall Posts Rated:
12061206
There is simple rule which is answer for Your question.
If default position of Your player is PG or SG then JR shouldn't be trained (it's probably too high, sometimes it's almost perfect).
If default position of Your player is SF (or PF or C) then JR should be trained as long as default position will change to SG or PG.
In other words ideal JR for SF (and PF and C as well) is on level, in which next training will change default position to PG or SG.
You can use salary calculator to test different options.

This Post:
00
228815.21 in reply to 228815.20
Date: 10/27/2012 6:08:46 AM
Overall Posts Rated:
22
Very interesting opinion. I will use salary calculator to see how it should be theoretically. ;)

This Post:
11
228815.22 in reply to 228815.20
Date: 10/27/2012 7:51:42 PM
Overall Posts Rated:
112112
There is simple rule which is answer for Your question.
If default position of Your player is PG or SG then JR shouldn't be trained (it's probably too high, sometimes it's almost perfect).
If default position of Your player is SF (or PF or C) then JR should be trained as long as default position will change to SG or PG.
In other words ideal JR for SF (and PF and C as well) is on level, in which next training will change default position to PG or SG.
You can use salary calculator to test different options.


JR is the third most expensive skill for SF, and it is very close to the second most expensive. OD,ID,PA,IS are all cheaper than JR or free and are all more important than JR on SFs. All of these are pretty much always going to be better to train on any player who's default position is SF. Also RB is a more important skill at very close to the same price and DR is close to as good while being free. All that's left is SB (rarely trained), HA (also free), and JS (better skill but major cost driver).

This Post:
00
228815.23 in reply to 228815.22
Date: 10/27/2012 7:58:06 PM
Overall Posts Rated:
32293229
I think a fair estimation is that if you're down 3 in a game with a minute left and your guy misses six or more 3 point shots in that last minute trying to tie it up (or narrow the lead down after the free throw parade), you probably want more JR. Or to take the lead earlier.

But realistically, it depends on what you want from your SF. If you're running a lot of outside offenses or get stuck taking a lot of threes because your flow sucks or because you tend to be down single digits in the last minute, JR is probably a good thing to have. But the thing with SFs is that they can also use passing, and driving, and OD and ID and rebounding and shot blocking and just about everything - the challenge more is to get as good an overall player as possible at the best salary point.

This Post:
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228815.24 in reply to 228815.23
Date: 10/28/2012 7:47:43 AM
Overall Posts Rated:
22
I think I will stick with 9-10 in JR for my player. It will be enough offense for him because JS will be 19-20 and IS about 12-13.

This Post:
00
228815.25 in reply to 228815.11
Date: 10/28/2012 8:45:10 PM
Overall Posts Rated:
4242
I really am gonna miss this guy when he's too old to keep up (he's 30 now, I picked him up in season 19; back then I didn't expect to even make a run at a D-5 title until this season)

Olexiy Polianitsa, my starting SF, is one of the most balanced SF's you'll find. He's a real swiss-knife player; has at least 7 in every stat except experience (6), including 9 JS, 12 FT, and 8 in all three defensive stats to go with 8 handling and 9 stamina. The guy may not stand out, but I can't go wrong putting him in the game.

On topic, it really depends on what kind of offense you run; however you'll probably want at least 9 or 10 JR even if you play Look-Inside, since even then your team will take around 10 threes a game, and you can expect one or two of those to go to the SF. even in my crappy league, 7 JR will hold a player under 20% from beyond the arc.

Last edited by Iamthedude at 10/28/2012 8:49:46 PM

This Post:
00
228815.27 in reply to 228815.22
Date: 10/29/2012 2:47:13 AM
Overall Posts Rated:
88
Have you or someone has a list with the cost of every single skill in relation with the position? That would be a great help.

This Post:
00
228815.29 in reply to 228815.24
Date: 11/1/2012 9:18:18 AM
Overall Posts Rated:
22
Here is my two cents on this topic. I personally always ran a SG in SF spot, but I can say that for my guards I never had more than 10JR so for SF to have anything higher is nonsense to me. Guards with 9-10 JR in D.IV - D.III will hit threes in around .40. So what's I'm saying is that SF with JR 8 will do just fine, don't need to get it up to 10 unless you are building RnG SF. Otherwise just save the cap and salary and focus more on other skills. Then for JS 19-20 is a waste on SF especially. You don't need more than 16-18 and greater than 16 is for D.I.

This Post:
00
228815.30 in reply to 228815.29
Date: 11/1/2012 10:22:30 AM
Overall Posts Rated:
32293229
Guards with 9-10 JR in D.IV - D.III will hit threes in around .40. So what's I'm saying is that SF with JR 8 will do just fine, don't need to get it up to 10 unless you are building RnG SF. Otherwise just save the cap and salary and focus more on other skills. Then for JS 19-20 is a waste on SF especially. You don't need more than 16-18 and greater than 16 is for D.I.


I can quite definitely dispute that a 9-10 JR guard will knock down anything near 40% of his threes in III, at least against teams that are of III caliber and not tanking/bots.

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