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Training Speed Analysis (thread closed)

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381.736 in reply to 381.735
Date: 9/16/2008 7:16:33 PM
Overall Posts Rated:
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truth is i cant understand it either,

because i used to train a skills that is high already but that skill pops faster for that certain player,

example is when i got him his best asset was OD, when im training OD he pops the fastest but if i train other skills he is the slowest to pop

i encounter this way to often

This Post:
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381.737 in reply to 381.735
Date: 9/16/2008 7:16:58 PM
Talentinho
DBA Pro A
Overall Posts Rated:
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Second Team:
De Grote Spelers
You might be getting lost, but I do understand the point you are trying to make. However, I do not see why skills would decline in upgrading speed if they are relatively higher. I do totally get your absolute/relative point, however I took it as an assumption from previous statements that there is a advantage if a skill is a lot lower than other skills. The point I was trying to make, was that stating it could be inversed is incorrect. So, to wrap it up, I know what you're trying to say and I disagree until proven otherwise. (However I don't think training slows down when 1 skill is way above the rest, on an absolute base, but given the fact that training speeds up if secondary skills are lower would automatically mean that there is a 'relative advantage'. Furthermore, if we start inducing from that point, it could possibly be said that a way to make sure you don't get hit by the potential cap, would mean if certain skills are way up there, even though training slows down when you reach the cap, it is compensated because of the improved training speed if skills are way down to others.)

This Post:
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381.738 in reply to 381.737
Date: 9/16/2008 8:42:58 PM
Overall Posts Rated:
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Training is designed so that if a skill is markedly higher than the others, that skill will experience a training slowdown until the other skills catch up.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
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381.739 in reply to 381.738
Date: 9/16/2008 11:10:15 PM
Overall Posts Rated:
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then how come when i was training a former rookie

who initially is best at OD, when i train OD he can even get consiquent pops but when i train other skills such as JS, JR, Passing etc it so slow to see results compare to that skills of his ?

Message deleted
From: darykjozef

To: Aric
This Post:
00
381.741 in reply to 381.710
Date: 9/18/2008 6:43:46 AM
Overall Posts Rated:
744744
Sorry if I am a few days late to read this, but all subsequent posts seem to have overlooked what I believe to be the most important part of your data:

Training JR for PG/SG, only player 3 gets up to 48 min. on every weeks, others plays 40 to 50 min


So the main flaw in your training may be that you only have ONE player getting the required 48 minutes for training every week (and he's 6'5"). This data would be far more informative if you had 4 players getting 48min/wk.

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
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From: Aric

This Post:
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381.742 in reply to 381.741
Date: 9/18/2008 7:01:12 AM
Overall Posts Rated:
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this player have a chance to play in National Team, he must play minimum 48 min at week. training is set up for him.

orher players plays regulary about 48 min, for me play time it dasn't matter, becouse two players are pops faster then him, so tell me, what do you think about it??

Last edited by Aric at 9/18/2008 7:01:23 AM

From: darykjozef

To: Aric
This Post:
00
381.743 in reply to 381.742
Date: 9/18/2008 7:16:25 AM
Overall Posts Rated:
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I think if you trimmed your number of trainees from six down to four, you would have 4 guys getting 48 minutes a week without much difficulty.

The players that are popping faster than him are shorter, some by as much as 5 inches.

I'll preface the following by admitting that I know next to nothing about training guard skills; but I'm suddenly intrigued enough to wonder if the taller players would have any better luck training JR (outside shooting) for Wingmen...?

We've learned that training one-on-one for forwards trains IS, where one-on-one for guards does NOT train IS. I'd be interested to hear anyone with extensive experience training Wingmen chime in at this point.

(http://www.buzzerbeater.com/community/fedoverview.aspx?fe...)
Keep your friend`s toast, and your enemy`s toaster.
From: Aric

This Post:
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381.744 in reply to 381.743
Date: 9/18/2008 7:54:02 AM
Overall Posts Rated:
2626
I think if you trimmed your number of trainees from six down to four, you would have 4 guys getting 48 minutes a week without much difficulty.

but, this would be a waste of 2 training slots. waste a lot of money.:)

IMHO there's no much difference in speed training when player plays 45 and 48 minutes. I think differences shows up when your player have much better other skill, and 5 inches is to little to affect for training speed so much.

This Post:
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381.745 in reply to 381.744
Date: 9/18/2008 10:33:55 AM
Overall Posts Rated:
303303
IMHO there's no much difference in speed training when player plays 45 and 48 minutes.


There is indeed a pretty significant difference.

45 minutes doesn't come anywhere near close to 93.75% training.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
00
381.746 in reply to 381.744
Date: 9/18/2008 11:38:08 AM
Overall Posts Rated:
506506

IMHO there's no much difference in speed training when player plays 45 and 48 minutes.


my observation about 8 weeks training:

Outside Shooting
PG/SG:
Trains JR @ 2-8 weeks


That's a difference of 6(!) weeks.

Last edited by BB-Patrick at 9/18/2008 11:38:40 AM

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