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Training Guide: Including Benchmarks by Age

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Date: 04/12/2024 09:37:46
Coos Bay Cougars
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THIS IS A PERSONAL GUIDE MANY OF THE IDEAS ARE THEORY OR IN PROCESS OF BEING HAMMERED OUT.


I've been trying to pull together all the research I've been doing. Figured I'd leave this here in case it helps managers judge whether a player is behind in regards to training.

It's wild the difference in training from unoptimized training infrastructure (low trainer lv and no gym levels) to fully optimized (lv 7 trainer/YT, using elastics, lv 3 gym).

So the new spectrum of training I have right now is as follows…

18 Year old Draftees
Starting TSP: 45 (bad), 50 (average), 55+ (ideal)
19 Year old Draftees
Starting TSP: 60 (bad), 65 (average), 70+ (ideal)

NT Checkpoints:
Age: TSP At Start (+ Pops During that season)
Age 18: 55 (+16)
Age 19: 71 (+15)
Age 20: 86 (+14)
Age 21: 100 (+13)
Age 22: 113 (+12)
Age 23: 125 (+11)
Age 24: 136 (+10)
Age 25: 146 (+9)
Age 26: 155* (+minimal)
Age 27: Finished (maintenance)

Average Checkpoints:
Age: TSP At Start (+ Pops During that season)
Age 18: 50 (+15)
Age 19: 65 (+14)
Age 20: 79 (+13)
Age 21: 92 (+12)
Age 22: 104 (+11)
Age 23: 115 (+10)
Age 24: 125 (+9)
Age 25: 134 (+8)
Age 26: 142* (+minimal)
Age 27: Finished (maintenance)

Minimal Checkpoints:
Age: TSP At Start (+ Pops During that season)
Age 18: 45 (+14)
Age 19: 59 (+13)
Age 20: 72 (+12)
Age 21: 84 (+11)
Age 22: 95 (+10)
Age 23: 105 (+9)
Age 24: 114 (+8)
Age 25: 122 (+7)
Age 26: 129* (+minimal)
Age 27: Finished (maintenance)

*The more big man skills in a build the more players may fall behind this curve. Not sure why exactly, maybe due to taller players training guard skills slower, less elasticity in big skills, but most big man skill build training can lead to 1-2 less pops each season on average. 9-18 TSP less over the 9 seasons of training.

Possible Hinderances/Boosts to Training
There are 2 hinderances players get affected by...

1st is training any skills above all others will always cause a hinderance to occur when training that skill, but elastic effects are as follows.*

JS> accelerates driving and inside shot.
JR> decelerates jump shot and rebounding.
OD> accelerates jump range, handling, and decelerates inside shot.
HA> accelerates outside defense and passing.
DR> accelerates jump shot.
PA> accelerates handling and driving.
IS> accelerates inside defense.
ID> accelerates inside shot, rebounding, and shot blocking.
RB> accelerates inside shot.
SB> decelerates inside defense.

*decelerations via elastic effect are very small. They are often ~0.005 or ~0.5% decrease in training speed for every skill SB is higher than ID for every week of ID training. This is super small. Whereas accelerations are ~0.02 or ~2% increase in training every week you train JS when you have higher driving skill. More specifically, for each level of
Driving above Jumpshot you get ~2% increase in training (estimated). All accelerations and decelerations are different but a decent rule of thumb is decelerations are roughly 1/4 of accelerations. The compounding effect is what you need to watch for because if you are trying to train your (ID of 4) on a player with (SB of 14) you will experience a ~5% training speed reduction.



Last edited by DrChristopher at 04/28/2024 20:37:25

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Coos Bay Cougars
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Hinderances/Boosts Continued...

2nd is training above their GSP or BSP height build calculation. The process of identifying this is as follows.

Calculation
HA and DR don’t get calculated. So Guard Skills Points (GSP) are OD, JS, JR, and PA only. Big Skill Points (BSP) are the usual IS, ID, SB, and RB.
What is your player’s Potential?
All-Star - 40 gsp & 40 bsp
Perennial - 44 gsp & 44 bsp
Superstar - 48 gsp & 48 bsp
MVP - 52 gsp & 52 bsp
Hall of Fame - 56 gsp & 56 bsp
All time great - 60 gsp & 60 bsp

However, that even split of skills is only for players that are 6’6” exactly. Any inch up or down is a 2 point shift to that side. (With 67 BSP being the highest BSP I've seen.)(With 71 GSP being the highest GSP I've seen, leaving out HA and DR of course.)

Examples:
So a 6' 0" allstar it's 52 gsp and 28 bsp. (+12 GSP, -12 BSP for the 6 inches of shift)
For a 7'3 mvp it's 34 gsp and 67 bsp.(-18 GSP, +18 BSP for the 9 inches of shift)
This balance creates the fastest training.

Remember a 6’0” allstar with more BSP could work but it will most likely cause training to last a few more weeks than is strictly necessary to achieve.

Lastly, as the balance gets more skewed the taller players train the BSP faster and the shorter players the GSP faster.

For Example, that 7’3” mvp will train fast in BSP, but miserably slow in GSP.

Remember for these calculations DR and HA are not included.

Potential Training Cap

The final cap to training is salary based on potential and potential sub-level. Once that is reached you will have a precipitous drop off in training speed.

Expended on by Jeründerbar...
[this] "Soft cap" has always had a very specific meaning for a player that reaches his potential cap and having his training slowed down significantly because of that, before hitting what used to be called a hard cap, but has since been found to be 3 levels of decreasing training speed.


Last edited by DrChristopher at 04/22/2024 10:10:32

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1st is training any skills above the potential corresponding color. (See Chart Below)
0 - announcer = mediocre (5)
1 - bench warmer = average (6)
2 - role player = respectable (7)
3 - 6th man = strong (8)
4 - starter = proficient (9)
5 - star = prominent (10)
6 - allstar = prolific (11)
7 - perennial allstar = sensational (12)
8 - superstar = tremendous (13)
9 - MVP = marvelous (15)
10 - hall of famer = prodigious (16)
11 - all-time great = stupendous (17)


2nd is training above handling or driving for guard or big skills.



I'm not sure if I've ever heard of soft cap depending on potential and I'm not really sure if I understood the 2nd item, otherwise excellent post! Lots of extremely relevant infos!

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Date: 04/13/2024 01:48:46
Manila Ice
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Thank you brother for this wonderful guide

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323477.5 in reply to 323477.3
Date: 04/13/2024 15:00:46
Coos Bay Cougars
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I'm not sure if I've ever heard of soft cap depending on potential and I'm not really sure if I understood the 2nd item, otherwise excellent post! Lots of extremely relevant info's!


No worries Bern. Yeah like a said these aren't my ideas these are just my accumulated research across the discord, top tier manager conversations through BB-mail, and the forums.

Training any skills above all others will always cause a soft cap to training, I think that was the gist of that soft cap, but the elastic effects are as follows.

JS> accelerates driving and inside shot.
JR> decelerates jump shot and rebounding.
OD> accelerates jump range, handling, and decelerates inside shot.
HA> accelerates outside defense and passing.
DR> accelerates jump shot.
PA> accelerates handling and driving.
IS> accelerates inside defense.
ID> accelerates inside shot, rebounding, and shot blocking.
RB> accelerates inside shot.
SB> decelerates inside defense.

Hope this helps.

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Date: 04/14/2024 13:05:08
NakamichiDragons
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JR> decelerates jump shot and rebounding.
OD> accelerates jump range, handling, and decelerates inside shot.

SB> decelerates inside defense.

Thai is the First time I read about a negative elastic effect … is it officially confirmed?

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
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Date: 04/14/2024 15:34:40
BC Vitosha Sofia
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We can let that one slide., but...

Soft Caps for Potential
There are 3 soft caps players get affected by
...
1st is training any skills above the potential corresponding color.
...
10 - hall of famer = prodigious (16)
Turns out most of us are soft-capping our players at 19yo though...

BBB: 2 (S37 S38); Top tier: 7 (S35 S36 S37 S38 S39 S41 S63); Cup: 9 (S25 S35 S36 S37 S38 S39 S40 S41 S61)
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323477.8 in reply to 323477.7
Date: 04/14/2024 18:49:29
Coos Bay Cougars
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This is meant to be collective. If any of this is contrary to your expierence please let us know.

I guess being more definitive might help in this context.

soft cap to me is anything that slows normal skill growth. By that extension age is essentially a soft cap. Soft caps aren't meant to be a all out stop sign in my mind. More like guiding forces that prevent one type of player of being the master of all skills and builds.

It certainly incentives build well-rounded players...

For example, why buy 7-footers if you could train a 6'1" guys as fast as a 7-footer in big skills? That would certainly change the draft and the prospect market. Would it help the game engine if there was no deterrent to training single skill monsters to say 30 rebounding skill, or 30 jump range skill?

I think the coolest part of this game is the time to profitability ratio in training. You have a most precious commodity... Training slots how will you utilize them. How about over the 14-week season? Are you militant about it? Do you just want to give yourself an edge, or do you want to build some sort of money making conveyer belt of a team training regime?

Big fan of it...




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323477.9 in reply to 323477.6
Date: 04/14/2024 18:58:45
Coos Bay Cougars
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This is the graphic (https://ibb.co/bz3jzyc) I have seen on two forums as well as the discord. Its been stickied so I imagine its vetted, but the forum is mainly a thread to avoid me having a big google doc with all this info and centralize it so others can utilize it.

It is a super small decrease though like higher SB slows ID skill training by -0.0052 every full training. So training full weekly training of ID training all season with SB higher. Would slow your ID training that season by 0.0728 of a skill point, total, across all those weeks.

Even at 27 years old a 6'0" player trains ID at 0.09 skill points a week by single position (C) training. That is 1.26 skill points of ID after 14 weeks. Minus 0.0728 of decrease due to negative elastic effect that is still 1.1872 skill points of ID in 14 weeks. Truly very negligible, but maybe if someone is doing that across multiple season maybe you lose a few pops across 9-10 seasons. Or maybe training take a extra week it didn't need to, but good point none the less ill add a footnote for clarity.

Last edited by DrChristopher at 04/14/2024 19:16:58

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NakamichiDragons
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It is a super small decrease though like higher SB slows ID skill training by -0.0052 every full training. So training full weekly training of ID training all season with SB higher. Would slow your ID training that season by 0.0728 of a skill point, total, across all those weeks.


Thus nothing to worry about 🤷‍♂️

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
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Soft Caps for Potential
There are 3 soft caps players get affected by...



What I find somewhat apalling is: if this is true, this countradicts one of the most important dogmas of buzzerbeater which is potential does not affect the speed of training

Last edited by Bernspin at 04/15/2024 07:22:39