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Formula for Potential Uncovered

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188524.46 in reply to 188524.45
Date: 7/12/2011 5:46:56 PM
Overall Posts Rated:
13691369
Mind using different colours where you adjusted the numbers or making an asterisk or such behind the changes?

Makes it alot easier to adjust the hand made tables some of us did.

Thanks for the great work. You´re defintately one of my favourite Austrians.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
00
188524.48 in reply to 188524.5
Date: 7/14/2011 11:38:31 AM
Overall Posts Rated:
4242
Im sure this is incredibly wrong. perrenal allstar is around 100k. and the rest are all wrong.

This Post:
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188524.51 in reply to 188524.50
Date: 7/16/2011 4:03:15 PM
Arizona Cacti
II.3
Overall Posts Rated:
272272
I've always thought potential was based on skill points as opposed to salary and this is some solid testable data that we can use to figure out if that's the case. Tested the numbers on a player of mine who seems to be capping and he's right within the range, 0.45 away from the high end (and could easily be past that with sublevels).

Either way, great work... hopefully this is an accurate measure.

Last edited by Dunkface at 7/16/2011 4:05:43 PM

This Post:
00
188524.52 in reply to 188524.51
Date: 7/18/2011 6:29:02 AM
Overall Posts Rated:
11
Although the cap estimates in this thread seem correct, I wonder why the developers make JS so much more costly than IS for Small Forwards.

As a SF trainer, It seems that keeping the JS down around 12 would enable both a high IS AND a high JR -- a dynamic and unstoppable combination.

This Post:
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188524.53 in reply to 188524.52
Date: 7/18/2011 9:39:35 AM
Overall Posts Rated:
952952
I also guess in most cases, a SF can do better with higher DR than JS, except in something like Motion or Princeton where high JS is required.

This Post:
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188524.54 in reply to 188524.44
Date: 7/18/2011 2:44:47 PM
Prairie Dogs
II.1
Overall Posts Rated:
3434
So, I have a PG with starter potential who scores out at 16.4. Since this formula gives him a 16-18 range to cap, would that mean that his training has already slowed down as it approaches the cap?

Or, could I still train at full speed if I avoided high cost areas like passing and OD. Let's say I trained him at low-cost areas like ID and R, would he still get regular pops there, or since he's already in the cap range, is it too late.

A more realistic middle ground would be to train JS instead of passing from now on, but the basic question is what you think happens when the player nears the cap.

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