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Forum > FAQ's, Player Guides and Newbie Help > * Dot Building 101: Soft Caps and ALGs
TJ Spikes
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It's important to fully understand what the difference is between Attribute Points and Skill Points.

Attribute Points are what you see when you look at your Player's page. Skill Points are what you get when you boost and when you gain levels through experience. They're a form of currency used to buy Attribute Points.

As Attribute points go up, it becomes more and more expensive to buy more of them. For example, when you're just starting a new player, all of your Attribute Points happen to cost 1 Skill Point. After you have 48 Attribute points in an attribute, it then costs 2 Skill points to buy 1 attribute point.

This chart shows how much Attributes Points cost to buy as they grow. Players call these numbers "soft caps" or "caps" for short. If you read about a player "5 capping" something, that's what they are talking about... bringing it up into the 73-77 range.

Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Ability_Softcaps
Skill Points
1 .................. 00.00 to 48.06
2 .................. 48.07 to 60.51
3 .................. 60.52 to 67.97
4 .................. 67.98 to 73.24
5 .................. 73.25 to 77.28
6 .................. 77.29 to 80.53
7 .................. 80.54 to 83.25
8 .................. 83.26 to 85.58
9 .................. 85.59 to 87.60
10 ................ 87.61 to 89.40


The last line on the chart says if you have an attribute that's at 88, it will cost you 10 Skill Points to buy 1 Attribute Point, and go up to 89. You'd have to earn 2 levels worth of Skill Points to buy 1 Attribute Point.

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Another way attributes will grow is through Automatic Level Gains or "ALGs" for short. Different Archetypes will have different ALGs assigned to them, broken into Major attributes and Minor attributes. For example


Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Archetypes
HB Power

A power back relies on strength and power moves to break tackles and pick up the difficult yards. He is not a speedy breakaway threat, but there is no one better to call on when you need to pick up a short first down up the gut. A good power back can even manage to make up for a poor offensive line by breaking tackles behind the line.
* Major -- Agility Carrying Confidence Strength (+.5)
* Minor -- Jumping Speed Stamina Vision (+.25)

HB Combo

A combo back is a jack of all trades, and can be unpredictable on the field. He is good at both breaking tackles and faking defenders, but will have a hard time becoming a master of either. A combo back is an excellent choice for a varied offense that can keep a defense on its toes.
* Major -- Carrying Confidence Speed Strength Vision (+.4)
* Minor -- Agility Catching Jumping Stamina (+.25)

When a Power HB gains a level, he will gain a +0.5 to his Agility, Carrying, Confidence, and Strength. The thing to remember about ALGs is that no matter how high an attribute is they always increase the attribute by the same amount per level. If he has an Agility of 10, it'll become 10.5. If he has an Agility of 88, it'll become an 88.5.

That is the importance of ALGs. ALGs are more valuable than Skill Points when the attributes are high. A player would have to spend 10 Skill Points to go from 88 to 89. However, if he has his ALGs working for him, his attribute will go from 88 to 89 for free, by the time he has enough Skill Points saved up.

The other thing to keep in mind is that ALGs shrink as the player gains levels.

Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Leveling
.....................L1-21 ..... L22-29 ..... L30-37..... L38+
4 Majors ..... +0.50 ..... +0.38 ..... +0.28 ..... +0.21


After your player's first season, he'll already be level 19. When he boosts the following season, his ALGs will already begin to slow down.

This means you'll want to have your player's biggest attributes as high as needed by the end of the first season.

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How high does an attribute need to go?

That's going to depend on the position, the Archetype, and the training plan.

Here's a rough idea though.

Originally posted by TJ

ALG .... Day 40 .... @ L79
+0.67 -----› 83 -----› 104
+0.50 -----› 81 -----› 97
+0.40 -----› 80 -----› 93


If you have an ALG of +.67 (like a QB or Kicker) then it's possible to raise your 1st attribute up to 83 or more in your first season. If you didn't touch it after that, and just let your ALGs roll all the way up to L79, then that attribute would end up at 104.

If you have an ALG of +.5, and you did the same thing, the highest your attribute could go would be an 81 in the 1st season, and then it would end up at 97.

That just gives you an idea of what ALGs can do, by themselves.

However, those numbers don't take Equipment or Training into account.

Now, how high do your attributes really need to be? For the answer to that one, you'll have to see the individual position threads to get just a rough idea. Then from there you'll have to decide for yourself how high you want your attributes to be.

Remember, the flip side of pushing 1 attribute super high is that you won't be investing in the other attributes at all, and you'll be missing out on all of their ALGs.

Having a good dot comes from knowing which attributes you need a lot of, which ones you need a little of, and which ones to avoid investing in.
 


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