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30 skill points combined in JS/JR

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This Post:
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313821.7 in reply to 313821.6
Date: 3/5/2022 11:25:16 AM
Kitakyushu
ASL
Overall Posts Rated:
12341234
I was just showing examples of a 134 TSP build with 30 JS/JR skill points. I wanted the POLL to be for everyone, even D3 teams can have a 100K player on their team.
Like I said before, he already has 12 JR, so I am thinking 18-14 with 13 IS and 20 driving and 19 OD. Now we are talking 180K which is only for the top teams.
BTW. Thanks for the response.

This Post:
00
313821.9 in reply to 313821.8
Date: 3/5/2022 11:38:32 AM
Kitakyushu
ASL
Overall Posts Rated:
12341234
Not too expensive. My starting SG last season in D1 was making 237K a week, and I had a 200K C. For my Homegrown players, I want to keep them around the 150-180K range.
The more IS the better because it takes no salary, but it takes time to train so thats up to you.

This is why I dropped back to D2, so I can train IS for my SG.

This Post:
11
313821.11 in reply to 313821.1
Date: 3/5/2022 8:28:41 PM
Tampines Fusion
SBBL
Overall Posts Rated:
451451
Second Team:
ActiveSG Basketball Academy
I think 18/12 should be the sweet spot.

You'd definitely want your JS as high as possible, but I think SGs should at least have 12 JR unless you only plan on running inside tactics. That said, I wouldn't go for 16-14 or 15-15. The JS is too low, and JS is what determines how effective your player shoots, so your SG would probably be less effective when compared with a 18 or 20 JS SG within the arc and might just be as effective from 3.

This Post:
00
313821.13 in reply to 313821.12
Date: 3/5/2022 10:45:20 PM
Kitakyushu
ASL
Overall Posts Rated:
12341234
Jump Shot: A better shooter will make more shots at all distances.

Jump Range: A player with a higher jump range will find that the effectiveness of his jump shot decreases less with distance.


(1) 50% of shots taken are mid range jumpers in outside offense. JR has nothing to do with the FG%, only JS does.
How can that be? This is from the game manual.
Let's drop the big numbers and go smaller.
If the decrease in effectiveness starts at the basket, who would shoot a 18 ft jumper better?
A. 16/2 B. 12/6 C. 9/9

In my opinion, the 16/2 would see his 16 JS decrease down to a 10 by the time it got out to 18 ft because of the rate of effectiveness from his 2 JR.

This Post:
1313
313821.15 in reply to 313821.13
Date: 3/6/2022 12:28:03 PM
white snake
II.1
Overall Posts Rated:
73087308
Second Team:
Black Forest Boars
Which answer do you want to hear? The one, which tells you, how the engine was intended or the one how it actually runs?

In 2015 I had a conversation with Marin about JS and JR and what would be the ideal comnination. How it should work and how the engine runs. He gave me just some hints, but it was already interessting.

The best or most efficent combos as the equal ones: 14/14 ; 15/15 ; 16/16 etc. That is how the engine was intended to work. As soon as you raise one skill, the efficency is gone. Marins said about this:
If B > A, it's again the same as A > B, you are under 100%


A = JS
B = JR

So you reach 100% only when both skills are equal, as soon as one of them goes up, you "drop" under 100%. This gave me a lot of headache, until I understood what he meant.

Let's say you are at 15/15. For the engine code this is "perfect", it is 100%. As soon as one of them go up, you are away from the 100%. You are better than 15/15, but not at 100%, this you would reach again at 16/16. My personal thought is, it calculates like that:
15/15 = 100%
16/15 = <100%, because you have now the possibility to reach 100% with 16/16. You raised the bar and there is room to improve.
16/16 = 100% again, the "perfect" spot. This 100% are better than the 15/15 100%, but they are both 100%. You get the idea?

So that is the theory, now to the real deal.

JS 20 / JR 10 is said to run better... I belive this. It is also the engines fault.

You have almost always a defender in front of you. So OD influences the shot and to compete with OD19 or OD 20 you need firepower... that is JS 20. A JS 15 guy just cannot find a good spot to shot. He cannot use his JR advantage, because he is shut down before he can benefit.


I for my part, like the players with JS=JR (I voted here for 15/15 btw). Until last season I ran an offense with a JS15/JR15 PG, a JS16/JR15 SG and a SF with JS16/JR16 skillset. Two seasons ago I was in the finals to promote to Div.1. And you know what? They were more or less shut down by OD19/20 guys. In game 2 the JS16/JR16 guy scored more than 30 points, because his opponent had OD around 15 or 16. The manager adjusted, set his best defender on him and my SF was done and I lost. After that I decided to sell my team and go down, because they were capped and I couldn't go for 17/17 on them. I just hadn't the firepower to overcome the OD players of my opponents.

And my opinion on the "JR has no influence on mid range jumpers". It has, but I think it is low. It maybe starts at the paint with a very low influence and the further you go away from the paint, it increases. At the perimeter it reaches than 100% of influence. But this is just my opinion...

This Post:
22
313821.16 in reply to 313821.15
Date: 3/7/2022 12:33:18 AM
Kitakyushu
ASL
Overall Posts Rated:
12341234
Thank you for that. Great post.