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What does the "powered by:" line in abilities mean to everyone. From what I can tell activation of the ability is not dependent on how much of the trait you have--that's covered by activation condition and activation chance. And the affect of the ability and its duration are also apparently independent of the "powered by" trait(s). So is that line just extraneous information in terms of the ability?

I ask because I'm hearing a lot of people talk about it as if it means something in terms of the ability firing or its usefulness, but to me it appears totally separate from the powered by traits. Any thoughts?
 
bhall43
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Think about Spin in GLB1. Spin is activated through Agility and the amount of the SA you have. But it is powered via break tackle elements such as Carrying and Strength. Powered by to me means the success of the roll. Your SA can activate but it doesn't guarantee its success.
 
Motiak
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In the case of defensive Spin Cycle it starts as "up to 15%" which I assumed meant that adding footwork/pass rush technique can only get you that high. So, even if you had 100 of each your best chance to do spin cycle is 15%. Then when you next upgrade your best chance is 30% (depending on your footwork/pass rush technique). The footwork description doesn't seem helpful at all to DL players though so who knows, I could be totally off-base.
 
shield.bearer
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Footwork is hugely important for defensive players. Who else moves side to side and backwards as much as defenders?
 
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Originally posted by bhall43
Think about Spin in GLB1. Spin is activated through Agility and the amount of the SA you have. But it is powered via break tackle elements such as Carrying and Strength. Powered by to me means the success of the roll. Your SA can activate but it doesn't guarantee its success.


Originally posted by Motiak
In the case of defensive Spin Cycle it starts as "up to 15%" which I assumed meant that adding footwork/pass rush technique can only get you that high. So, even if you had 100 of each your best chance to do spin cycle is 15%. Then when you next upgrade your best chance is 30% (depending on your footwork/pass rush technique). The footwork description doesn't seem helpful at all to DL players though so who knows, I could be totally off-base.


I suppose either of these could be the case, but I have a DT with both spin cycle and tunnel vision. I've put nothing into pass rush power (for tunnel vision) and it fires all the time, though I haven't kept exact numbers, and I see a boost to all the things it boosts. Similarly, with spin cycle it fires pretty often too, and I don't know that I've ever seen it not be successful in getting around the blocker so I don't know how it could be more successful with extra footwork or whatever.

(And on that side note, I see how footwork is useful for many defenders like LBs, CBs, safeties, but I agree that by its description it seems fairly useless for the D line)
 
Motiak
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Maybe you don't need much in the "powered by" stats to max out the first tier? I'm not sure honestly (and I'm pretty sure no one important will tell us as they probably want us to figure this stuff out ourselves).
 
bhall43
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Originally posted by Phantom Cannon
I suppose either of these could be the case, but I have a DT with both spin cycle and tunnel vision. I've put nothing into pass rush power (for tunnel vision) and it fires all the time, though I haven't kept exact numbers, and I see a boost to all the things it boosts. Similarly, with spin cycle it fires pretty often too, and I don't know that I've ever seen it not be successful in getting around the blocker so I don't know how it could be more successful with extra footwork or whatever.

(And on that side note, I see how footwork is useful for many defenders like LBs, CBs, safeties, but I agree that by its description it seems fairly useless for the D line)



Everyone is still pretty low in a number of elements. Again I will point towards something like spin in GLB1 which can work in the lower stages of the game because a lot of the elements to stop spin from being successful aren't thought about early on in GLB1 builds. Could be very similar here. There are a number of aspects to think about in terms of doing any one job with all the attributes spread out as much as they are.
 
bhall43
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Originally posted by Motiak
(and I'm pretty sure no one important will tell us as they probably want us to figure this stuff out ourselves).


The way it should be.
 
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Originally posted by bhall43

Everyone is still pretty low in a number of elements. Again I will point towards something like spin in GLB1 which can work in the lower stages of the game because a lot of the elements to stop spin from being successful aren't thought about early on in GLB1 builds. Could be very similar here. There are a number of aspects to think about in terms of doing any one job with all the attributes spread out as much as they are.


I think I get what you're saying now. It's not so much that the effect of the ability is changed by the "powered by" trait, but more so the usefulness of it? Meaning if my DT has tunnel vision it will fire and boost my skills the same regardless of my pass rush power, however, the ability will simply be more useful in game if my pass rush power is higher. So, "powered by" is synonymous with a suggestion of "this ability works well with", but doesn't actually change effects or anything?
 
McGruffHawk
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Originally posted by Phantom Cannon
I think I get what you're saying now. It's not so much that the effect of the ability is changed by the "powered by" trait, but more so the usefulness of it? Meaning if my DT has tunnel vision it will fire and boost my skills the same regardless of my pass rush power, however, the ability will simply be more useful in game if my pass rush power is higher. So, "powered by" is synonymous with a suggestion of "this ability works well with", but doesn't actually change effects or anything?


Maybe powered by isn't the spark that gets the ability started, but the fuel that keeps it going?
 
bhall43
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Originally posted by McGruffHawk
Maybe powered by isn't the spark that gets the ability started, but the fuel that keeps it going?


Kinda this. Your ability may activate but its success factor is based on your attributes powering it.
 
zbuckley
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Originally posted by bhall43
Kinda this. Your ability may activate but its success factor is based on your attributes powering it.


interesting so the ability could be sparked but something other than what powers it?
 
Fumanchuchu
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Originally posted by zbuckley
interesting so the ability could be sparked but something other than what powers it?


Seems like the spark is the activation conditions of the ability itself.
 
yello1
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Originally posted by shield.bearer
Footwork is hugely important for defensive players. Who else moves side to side and backwards as much as defenders?


Politicians
 
bhall43
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Originally posted by Fumanchuchu
Seems like the spark is the activation conditions of the ability itself.


This. At least imo.
 
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