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Forum > FAQ's, Player Guides and Newbie Help > Daily Training Guide (New and Improved)
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THEMEANSTREAK
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Agreed
 
Snowydb
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Last edited Mar 17, 2009 10:48:11
 
al0x
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^ Naughty, naughty, no bumping old threads without a post contributing to the thread.
 
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Originally posted by tpaterniti
Let me start by saying training goes through at the change of the day, which occurs officially at 2 a.m. EST, but in reality it takes between 2 and 3 a.m. EST for all of the training to go through. There are a lot of players to train!

Another frequently asked question is “Will I lose my XP when I boost?” In other words, if my player is at 974 XP, will this be reset to 0 if I boost him? The answer is No! Your XP will be the same as it was, you will just be at a higher level; it will not be reset.

As of now XP is not awarded for playing in playoff games, although you will still get XP for daily training throughout the playoffs, even after your team is eliminated (training only - obviously no in-game XP without a game).

Daily training and salaries are disabled during the offseason to allow the developers to implement new features.

Here is how much XP you get each night when you train. Notice that the higher your Level, the less XP you get for your daily training. So if you are a Level 1 player, each night when training goes through, you gain 100 XP. Once you hit Level 2, you will only gain 96 XP each night. At Level 3 you gain only 92 XP each night, and so on.

Note:

Training on Intense, Normal, or Relaxed has no effect on how much XP you get each night. You get a number based on your current level regardless of what intensity you choose to train on.

Level Calculator

1: 100 XP per day
2: 96 XP per day
3: 91 XP per day
4: 87 XP per day
5: 82 XP per day
6: 77 XP per day
7: 73 XP per day
8: 69 XP per day
9: 65 XP per day
10: 61 XP per day
11: 57 XP per day
12: 54 XP per day
13: 51 XP per day
14: 47 XP per day
15: 45 XP per day
16: 42 XP per day
17: 39 XP per day
18: 37 XP per day
19: 34 XP per day
20: 32 XP per day
21: 30 XP per day
22: 28 XP per day
23: 26 XP per day
24: 25 XP per day
25: **23 XP per day
26: **22 XP per day
27: **20 XP per day
28: **19 XP per day

**With the New EXP change everyone is getting at least 25 XP per night. This as of July 17 2008.

So let’s say you have a Level 5 G and he is at XP 948 and you want to know if he will level up tonight.

Well you look up at the chart

4: 87 XP per day
5: 82 XP per day
6: 77 XP per day

and see that he gets 82 XP per day, so you know that he will definitely Level Up when training goes through. In fact he will Level Up and have 30 XP towards his next Level left over (948 + 82 = 1030 = 1 Level Up + 30 XP left over). As you can see this completely takes the guess work out of Leveling Up.

You can see now why some people wait to boost as well. If you are at Level 1, you gain 100 XP each day. Once you boost up to Level 4, now you are only gaining 87 XP per day. For people who wait, their thinking is that they will Level Up faster without boosting, then at higher Levels when you get fewer XP per day (for example at Level 8, where you get only 69 XP per day), then they can boost and their boosting is worth more in terms of training days.

Here is an example to illustrate this:

If you boost 3 Levels from Level 1 your training is worth

Level 1 to Level 2: 10.00 days (1000 XP divided by 100 XP per day)
Level 2 to Level 3: 10.42 days (1000 XP divided by 96 XP per day)
Level 3 to Level 4: 10.87 days (1000 XP divided by 92 XP per day)
Total: 31.29 days

31.29 days is how long it would take you to go from Level 1 to Level 4 if you did not play in any games (you get XP from playing in games as well).

But if you wait until Level 8 to boost

Level 8 to Level 9: 14.49 days (1000 XP divided by 69 XP per day)
Level 9 to Level 10: 15.38 days (1000 XP divided by 65 XP per day)
Level 10 to Level 11: 16.39 days (1000 XP divided by 61 XP per day)
Total: 46.26 days

46.26 days is how long it would take you to go from Level 8 to Level 11 if you did not play in any games (again, you get XP from playing in games as well). You can see that you get “your money’sworth” by waiting to boost. The obvious downside is that your player is not as good or attractive to potential owners. If failing to boost costs you a starting job, then it would really hurt you to wait, since the XP you get in games is so much more than the XP you get in daily training.

Note, and I will say it again:

Training on Intense, Normal, or Relaxed has no effect on the number scale above.

What does training intensity do then? Well, training intensity increases the amount you can improve whichever ability you train on a given day.

For example, take my level 9 HB. For the sake of example, let’s assume his Speed is exactly 20 and let’s say I want to train his Speed.

Intense - +0.39 per day (costs $1800 per day and I get only 3 energy back)
Normal - +0.35 per day (costs $675 per day and I get 9 energy back)
Relaxed - +0.30 per day (costs $90 per day and I get 15 energy back)

If I train him on intense and he starts with 20 Speed, when the day shifts his speed will be 20.39 (20 + 0.39 per day for intense training). If I had trained him on normal his speed would have gone up to 20.35 (20 + 0.35 per day for normal training). If I had trained him on relaxed his speed would have only gone up to 20.30 (20 + 0.30 per day for relaxed training).

Also it costs more money to train on intense and there is an effect on your stamina as well. It is a good idea to be close to 100% stamina for games. If you fall to 70 after a game, you would have to train on relaxed for both days to get back to 100%. Some owners will allow you to be below 95-100%, but most will not.

Also note with the skill you train, the increase you get is inversely proportional to how high the skill number already is. This basically means that the more points are already in a particular skill, the less you are able to increase it through daily training. Here is a chart to help you see the amount you can boost a skill based on how many points are already in it:

Skill Points: Intense | Normal | Relaxed

7: 0.65 | 0.59 | 0.50
8: 0.62 | 0.57 | 0.48
9: 0.60 | 0.54 | 0.46
10: 0.58 | 0.52 | 0.44
11: 0.55 | 0.50 | 0.43
12: 0.53 | 0.48 | 0.41
13: 0.51 | 0.46 | 0.39
14: 0.49 | 0.45 | 0.38
15: 0.47 | 0.43 | 0.36
16: 0.45 | 0.41 | 0.35
17: 0.44 | 0.40 | 0.34
18: 0.42 | 0.38 | 0.32
19: 0.40 | 0.37 | 0.31
20: 0.39 | 0.35 | 0.30
21: 0.37 | 0.34 | 0.29
22: 0.36 | 0.32 | 0.28
23: 0.34 | 0.31 | 0.26
24: 0.33 | 0.30 | 0.25
25: 0.32 | 0.29 | 0.25
26: 0.30 | 0.28 | 0.23
27: 0.29 | 0.27 | 0.23
28: 0.27 | 0.25 | 0.21
29: 0.27 | 0.24 | 0.21
30: 0.26 | 0.24 | 0.20
31: 0.25 | 0.23 | 0.19
32: 0.23 | 0.21 | 0.18
33: 0.23 | 0.21 | 0.18
34: 0.22 | 0.20 | 0.17
35: 0.21 | 0.19 | 0.16
36: 0.20 | 0.18 | 0.16
37: 0.20 | 0.18 | 0.15
38: 0.19 | 0.17 | 0.15
39: 0.18 | 0.16 | 0.14
40: 0.18 | 0.15 | 0.14
41: 0.17 | 0.15 | 0.13
42: 0.16 | 0.14 | 0.12
43: 0.15 | 0.14 | 0.12
44: 0.15 | 0.13 | 0.11
45: 0.14 | 0.13 | 0.11
46: 0.14 | 0.12 | 0.11
47: 0.13 | 0.12 | 0.10
48: 0.13 | 0.11 | 0.10
49: 0.12 | 0.11 | 0.09
50: 0.12 | 0.11 | 0.09
51: 0.11 | 0.10 | 0.09
52: 0.11 | 0.10 | 0.08
53: 0.10 | 0.09 | 0.08
54: 0.10 | 0.09 | 0.08
55: 0.10 | 0.09 | 0.07
56: 0.09 | 0.08 | 0.07
57: 0.09 | 0.08 | 0.07
58: 0.08 | 0.08 | 0.07
59: 0.08 | 0.07 | 0.06
60: 0.08 | 0.07 | 0.06
61: 0.07 | 0.07 | 0.06
62: 0.07 | 0.07 | 0.06
63:
64: 0.07 | 0.06 | 0.05
65:
66: 0.06 | 0.06 | 0.05
67:
68:
69: 0.05 | 0.05 | 0.04
70:
71: 0.05 | 0.05 | 0.04

Therefore, the more points that are in a skill, the less daily training will increase it. As an example, if any attribute is at 7, training it on Intense will increase in 0.65 points per day. Once that skill has 16 points in it, training it on Intense will only increase it 0.45 points per day. Once it is at 30, training it on Intense will only increase it 0.26 points per day, and so on.

Note:

-This chart works for every attribute regardless of position.

-If your attribute is at 7.2 or 7.4 or some number between 7 and 8, the value will be between the value listed for 7 and 8, but since the system rounds numbers to only 2 places past the decimal point, these results are not that useful to publish.

-You must subtract equiptment bonuses to use the chart above. So for example if your Speed is 25 and your equiptment is giving you +2 speed, you would need to look under 23 (25 - the effect of your equiptment) to see how much you would be able to increase that skill by training it.

The strategy comes in trying to get your “money’s worth”, so to speak. As a general rule, you always want to train skills that are the lowest value and boost skills with higher values using points from leveling up.

As an example, let’s say the Carrying on my HB is pretty low, right at 12 (not a sexy attribute, but you need some to keep you from fumbling). I notice that for an attribute with 12 points I can increase it 0.48 points per day through training. So it would take an average of only 2.08 days to improve my carrying 1 point (1 point divided by 0.48 point increase per day). Let’s say my Speed, on the other hand, is at 37. I notice that for an attribute with 37 points I can increase it only 0.18 points per day through training. So it would take an average of 5.56 days to improve my Speed 1 point (1 point divided by 0.18 point increase per day). When I level up I get to add points to a skill regardless of how many points are already in it. Therefore it makes more sense to use my Level Up points on Speed and my training points on Carrying. That way I get “more for my money.”

Also it makes more sense for the same reason to use my equiptment to boost skills that already have a lot of points in them rather than using daily training to improve that skill.

One final strategy thing, it may be best to apply all equiptment to one attribute. Say you have a DT and you want to train his Tackling. If use your skill points to bump his tackling way up, training it will not improve it that much. If on the other hand, you keep the base skill level low, at 10-15, then bump it up to a decent level using equiptment, you will be able to have it both ways. The equiptment will make your guy's tackling excellent while the low skill level behind the equiptment will allow you to gain almost half a point per day in Tackling by training on intense.

Addenda:

Training Intensity Calculator

Relaxed: Cost- $10 x level
Energy- +15 per day

Normal: Cost- $75 x level
Energy- +9 per day

Intense: Cost- $200 x level
Energy- +3 per day

Big Question, If I have a choice should I train twice on normal or once on relaxed and once on intense.

Well 2 normals is cheaper.

20: 0.39 | 0.35 | 0.30 - 2 normal = 0.70; 1 intense, 1 relaxed = 0.69
21: 0.37 | 0.34 | 0.29 - 2 normal = 0.68; 1 intense, 1 relaxed = 0.66
22: 0.36 | 0.32 | 0.28 - 2 normal = 0.64; 1 intense, 1 relaxed = 0.64
23: 0.34 | 0.31 | 0.26 - 2 normal = 0.62; 1 intense, 1 relaxed = 0.60
24: 0.33 | 0.30 | 0.25 - 2 normal = 0.60; 1 intense, 1 relaxed = 0.58
25: 0.32 | 0.29 | 0.25 - 2 normal = 0.58; 1 intense, 1 relaxed = 0.57
26: 0.30 | 0.28 | 0.23 - 2 normal = 0.56; 1 intense, 1 relaxed = 0.53
27: 0.29 | 0.27 | 0.23 - 2 normal = 0.54; 1 intense, 1 relaxed = 0.52
28: 0.27 | 0.25 | 0.21 - 2 normal = 0.50; 1 intense, 1 relaxed = 0.48
29: 0.27 | 0.24 | 0.21 - 2 normal = 0.48; 1 intense, 1 relaxed = 0.48
30: 0.26 | 0.24 | 0.20 - 2 normal = 0.48; 1 intense, 1 relaxed = 0.46

So there is your answer. 2 normals is always better than 1 intense and 1 relaxed.

Originally posted by Painmaker

The following section:


Guide to Points Automatically Assigned When Leveling Up by Painmaker

Every time your player gets 1000 XP, he levels. In addition to providing 5 skill points for you to distribute as you see fit, your player also improves skills important to his position. 2 points are divided amongst the "major" skills for the position while 1 point is spread over the "minor" skills for the position.

In addition to helping plan how you want to train, this may inform how to "build" effective players at each position.

Offense:

QB
Major: Strength, Throwing, Vision, Confidence, Stamina
Minor: Agility, Jumping, Carrying, Speed, Catching

HB
Major: Agility, Speed, Strength, Vision, Confidence, Carrying
Minor: Catching, Blocking, Jumping, Throwing, Stamina

FB
Major: Strength, Blocking, Agility, Carrying
Minor: Confidence, Vision, Catching, Tackling, Stamina

C
Major: Strength, Blocking
Minor: Confidence, Agility, Vision, Tackling, Stamina

G
Major: Strength, Blocking, Confidence
Minor: Agility, Vision, Tackling, Stamina

OT (*oddly, minor OT skills improve by 0.5 but majors only improve by 0.4 due to how many there are of each)
Major: Strength, Blocking, Confidence, Agility, Vision
Minor: Tackling, Stamina

TE
Major: Strength, Blocking, Catching, Vision
Minor: Agility, Speed, Confidence, Carrying, Stamina, Tackling

WR (*oddly, minor WR skills improve by 0.5 but majors only improve by 0.33 due to how many there are of each)
Major: Speed, Agility, Catching, Jumping, Vision, Stamina
Minor: Confidence, Carrying


Defense:

DT
Major: Strength, Tackling, Agility
Minor: Blocking, Confidence, Vision, Speed, Stamina

DE
Major: Strength, Tackling, Agility, Speed
Minor: Blocking, Confidence, Vision, Jumping, Stamina

LB
Major: Strength, Vision, Tackling, Agility, Confidence, Stamina
Minor: Speed, Jumping, Blocking, Catching

CB
Major: Speed, Agility, Jumping, Vision, Catching, Stamina
Minor: Strength, Tackling, Confidence, Carrying

SS
Major: Strength, Speed, Vision, Tackling, Stamina
Minor: Agility, Jumping, Confidence, Blocking, Catching, Carrying

FS
Major: Speed, Vision, Tackling, Catching, Stamina
Minor: Agility, Jumping, Strength, Confidence, Blocking, Carrying


Specialists:

K
Major: Kicking, Confidence
Minor: Strength, Vision, Agility, Speed, Jumping, Throwing

P
Major: Punting, Confidence
Minor: Strength, Vision, Agility, Speed, Jumping, Throwing



 
Omar Zitoun
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nice post
 
DL24
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Seeing as this guide is out-dated, I'm going to close it up.
 
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