What are those salary range and tsps you listed in the last post?So for every skill level your player has, you have to pay them salary, and they will eat up your potential cap space. But not all skills are paid equal/eat up the same amount of potential. I can't exactly quote a source for this, but I think the weightage for salary is similar to the weightage of potential space. So in short: if a skill costs more in salary, it will also take up more potential.
For example, for Cs, rebounds (and other 3 inside skills) are very expensive, while passing and OD are essentially free (means you can put in a lot of these on Cs without affecting salary and taking up much potential space. Here is an example of two capped centers with MVP potential (unmentioned skills are at 1/atrocious):
Player A: IS/ID/RB/SB at 17 (220k salary, 74 tsp)
Player B: IS/ID/SB at 17, RB at 16, OD at 21, PA at 20 (200k salary 112 tsp)
As you can see, by sacrificing 1 skill point of RB, you can squeeze in 39 more skill points in OD and PA (I put OD at 21 because it seems like OD has lower weightage than PA, although the difference is really really small).
The same goes for guards, although the "free" skills are IS and ID (although ID seems more heavily weighted than IS, and the difference is significant enough to notice). So lets say you have two guards, both of them have all their 6 guard skills (JS/JR/OD/HA/DR/PA) at 14 (wondrous). They will have the same salary (based on the calculator) even if Guard A has atrocious (1) IS while Guard B has legendary (20) IS. Although IS would take up salary cap, so if we are to have them both hit the salary cap, you will see something like this:
Based on Perennial Allstar potential:
Guard A: JS/JR/OD/HA at 15, DR/PA at 14
Guard B: JS/JR at 15, OD/HA/DR/PA at 14, IS at 20
So you traded 2 points (1 at OD and 1 at HA) for 19 points in IS, and made your guard very good at inside attacks. In fact, if you put the points into PA instead of OD/JR/HA, you'd have less tsp because PA is weighted heavier than those 3 skills (meaning Guard A will have JS/JR/PA or JS/OD/PA at 15 instead of 4 skills like above, due to PA being more "expensive").
Note: Guard B is also cheaper despite having more tsp, because like I said, IS is free on guards.
I won't get into the exact math of the salary/potential formula, but if you're a math geek, head on down to
https://www.buzzer-manager.com/ and try out their salary estimation function. The amount of salary is a bit off, but it isn't too far off (rumours also say that the calculator says it caps players slightly early, but the data it uses is from the most reliable sources we have).
Listed PositionsSo we were talking about what skills were free for what positions, but how are positions determined? Basically, listed position in this game doesn't affect a player's performance on court. However it can affect how fast your player hits their potential, and also how much salary they earn for a particular skill up.
Listed position is affected by the player's skills. A player with high all round guard skills but low inside skills will be listed as a PG. Those with low PA but the other 5 guard skills will be listed as a SG. High guard skills (except for PA) and high ID will put them as SF. High inside skills will have them listed as C, but if their JS is high enough, they will be listed as PF. At NT level, hardly anyone uses Cs, because they need their players to be versatile both outside and inside, so the player is very often listed as PF. If there are Cs, then it is usually a playmaking C which don't make a lot of shots (I've seen China build some). We'll talk more about this in the player builds section.
Again, if you're interested to see how skills affect listed position, go over to
https://www.buzzer-manager.com/ and try out their salary estimation feature.
Last edited by BuzzRBeater at 1/19/2025 5:38:46 AM