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Gambler75
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From Q&A, Nov 23, 2011 07:36:12

Originally posted by TheGreatAus

A couple of questions about clutch:

When clutch activates, is it a whole play activation, where clutch helps the success rate of everything the dot tries to do (i.e., is clutch 'On' for a play)? Or does it factor into every roll for a dot? Such as a WR on 3rd and 10 in creative route running in this example:

Tick 0: FS (@11) activating
Tick 2-5: gaining speed,
Tick 6:small head fake outside
Tick 7: cuts inside with catch fake
Tick 8-10: speed increasing, route development
Tick 9: sees pass coming
Tick 11: makes catch, but only because of Sticky Hands

In the above example, for FS activating, which might have a normal chance of say 60% firing, is that 60% chance multiplied by some 'clutch factor' to help FS fire? Does it make the FS firing more efficacious? Please dont forget the questions above! Thanks!


Originally posted by Bort

Clutch is active on the items it applies for during the whole play, and is generally applied as a multiplier to roll scores, to make them more likely to succeed, similar to having a SA favored by your archetype. It gives various bonuses to non-sa stuff as well, like pass catch rolls or deflection/interception rolls. It does not, however, apply a set pct bonus to all the player's attributes, or anything crazy OP like that.


So the "active for entire play factor" doesn't mean anything is guaranteed - but explains seeing the occasional late game beast mode heroics. That said, I've never been a big fan for most positions, unless the VA list is fairly weak.
 
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