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SeattleNiner
NINERS
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A couple years ago I rage quit because my new dot ended up at 78 and I was pissed that it's not well documented when to boost, or I can't find it.

Now that people have been doing it a while, does anyone have a boosting schedule per season, assuming you want to save 4(?) of the boosts for the last season (I think you can do that?)
 
coachingubigr
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The rules were changed. If you save boosts for end build you can use them all at once on day 0 following day 160. So you would go from level 69 and boost 10 times to level 79

This is assuming you use all five boosts every season for the four seasons of leveling up
Edited by coachingubigr on Dec 13, 2025 17:39:37
 
jcross
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I was trying to look up a thread where TJ Spikes came in and preached the boosting method to do in the 1st season where you can get A1 to the 3rd cap really early or something, but couldn't find it. Maybe someone else with come in to post that thread or I'll be able to find it

https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5341293 Here's one that has a way, but have never done it so don't know how successful it really is
 
coachingubigr
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The Maul Rat explanation for starting a new dot is on the money. Its what I do still. My older dots are terrible because I didn't do it his way
 
TJ Spikes
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Originally posted by jcross

https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5341293 Here's one that has a way, but have never done it so don't know how successful it really is


This is what I'm using as a baseline now too.

Has the hidden perk of hitting L41 right when you need to start making AEQ/BT decisions with your training.

The rest isn't rocket surgery. Just use 5 boosts at any point in time before Day 48. You can just blow all 5 on Day 40, or Day 30 for the playoffs, or sprinkle them in during the season when your training lines up. After the regular season starts, just use 5 boosts somehow.

Your OC/DC will have much more to do with your Dots' success than some magical boosting strategy.

 
SeattleNiner
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Yeah not looking for a magical boosting strategy - (perhaps I worded it wrong). What I am looking for is after S0 you should be at x level, after season 1 you should be at y level, and so on. Right now I'm not sure what that is. I will look at the links & see if I can get there. Thanks for your guys help, and if anyone has this specific knowledge already, please share.
 
jcross
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It depends on if you use your 1st season's 5 boosts or bank those for the end of the build which you'll just add 5 to each of these. If you bank them for easy purposes then the levels should be as follow (with boosts for the playoffs, subtract 5 if you haven't boosted)
Season 0=1
Season 1=21
Season 2=40
Season 3=69
Season 4 you have your initial boosts then the 5 from season 0 so you'll boost 10 times to 79. I hope this is what you're looking for though!
 
dusk883
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Originally posted by TJ Spikes


The rest isn't rocket surgery. Just use 5 boosts at any point in time before Day 48. You can just blow all 5 on Day 40, or Day 30 for the playoffs, or sprinkle them in during the season when your training lines up. After the regular season starts, just use 5 boosts somehow.


This is what I'm doing, sprinkling those boosts over the course of a season (University and younger - in Semi Pro I'm likely to boost Day 1 all the way as I'm light training some 5th attribute for the rest of the season) as it matches up to my Training situation. If you can hit that next soft cap with a single boost and the existing SP in the bank and your Training % is already up there for the next attribute number, I'm gonna do it every time (other than for the teams I don't know where I know management loses patience with people like me).

Like our beloved PLAYMAKERS said several months ago, there's more than a million ways to build a dot. Probably 900,000+ ways to build a terrible dot. But likely 10,000 ways to build a fantastic dot. After I trashed everything I thought I knew about the game and really looked at it, I changed my mind and I'm 100% convinced that sprinklin the boosts is (by far!) the very best way to max out EL anyway. When I see the "don't boost at all til day 40!" posts, especially for Rookie/Prep teams, I kinda sorta cringe because I think you're missing out... but then again, I get it, it's a safe way to make a decent+ dot for later. But the math doesn't really line up if you ask me vs sprinkling those boosts at the right times.

As for my math skills, I had to buy my college roommate's Ritalin to get through Freshman level Trig and Algebra... so my math is likely different from actual math. What I can say is that sprinkling boosts in Prep-Univ season especially is fantastic for results. Less effective in Rookie perhaps but I'll stil do it.
Edited by dusk883 on Dec 14, 2025 08:16:48
Edited by dusk883 on Dec 14, 2025 08:14:44
Edited by dusk883 on Dec 14, 2025 08:13:45
Edited by dusk883 on Dec 14, 2025 08:11:15
Edited by dusk883 on Dec 14, 2025 08:08:01
 
SeattleNiner
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Thanks everyone!
 
reddogrw
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as yo build, use the MandyRoss chart to see where you get optimal training gains

as you get high enough in an attribute, boost it to the next cap for better training gains

an example

you train an attribute to 33 in your multi-training - boost it to 48/49 so your next training is in that next sweet spot
 
Guppy, Inc
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so people dont boost early to push one attribute as high as possible to let ALGs do their thing? yeah it means a 1 dimensional player until pro, but seems like it should end up a better end build. but i havent done the actual math on the few post crash players i've built

Originally posted by reddogrw
as yo build, use the MandyRoss chart to see where you get optimal training gains

as you get high enough in an attribute, boost it to the next cap for better training gains

an example

you train an attribute to 33 in your multi-training - boost it to 48/49 so your next training is in that next sweet spot


while i was building my newest players, i noticed that x1 training was 54% but was 26% after boosting to 2x. it also depends on how close i get to 100% before boosting for that reason. surely someone has done the math, but i dont care that much anymore


 
Gambler75
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Following up on what Guppy said (warning, Theo-length post incoming) ...

I built a genetic algorithm, and had it start simulating thousands upon thousands of build batches, using different 'DNA' for the trains. A couple things stood out to me. 1) The genes that kept getting 'selected', were training past the optimal crossover points. 2) They almost always chose either 1 early boost, or 5. Almost none of the 'selected' ones, skipped the early boosts entirely ...

Kind of flew in the face of what I had been thinking, all this time. Both points 1 + 2, made me step back and ask WTF is going on. But there's a few reasons that made it make more sense. The ~53-61 range is a BIG part of it though.

Training crossover points obviously change slightly depending how many enhances you go for early. RE: MandyRoss, it's a helpful guide, but also a bit of a trap. You do NOT want to aim for the exact cross over point (Like 56% train on intense = 28% in the second cap, the 2:1 ratio). Why? Because MandyRoss is giving you a snapshot, of that training value in a VACUUM. A snapshot of that one moment in time, what the training is worth in SP value. It's not considering how FAR you're going to take it, eventually.

You want to go PAST the crossover point. Even ignoring the value it gains from what you're going to add to it later (SP, ALGs, further trains) but also because you're probably not just training ONCE in that next cap ... So that value you're comparing it to, is also going to drop. If you're jumping the second it goes higher value in the next cap - you're actually short changing yourself, some solid value trains.

Let's assume x3 training enhancement primary, and intense at the start:
31: .6 value per train 49: .6 value per train. Exact crossover point is 31 (could have a fraction, but dealing with integers cuz I'm lazy)

But look at the next cap. 49 = .60, 50 = .60, 51 = .58, 52 = .52 Big drop off at 52+.

Then the third cap: 61 + 62 = .54, 63-65 = .51 The entire third cap, is negative from the start, compared with 4th cap ...

Then fourth cap: 68-70 = .56, 71-73 = .52

The whole fifth cap, is exactly .5 with x3. 6cap, starts at .54. 7cap .63, and it just climbs from there. The "U" shape of the chart.

TL;DR: Train a little past the exact crossover point, because a lot of the following caps go 'bad' fast. 3rd and 5th caps, are instantly negative when reaching them. Vast majority of 52-61 is some of the worst training values in the whole build, even if I'd personally go 53-54 at .52 and .50, if 'slow' boosting, but 55+ plummets again to .46, and should be avoided like the plague. That part explains why 5x early boost works. Especially for extreme primary builds. You're jumping to 68, and getting past the 'bullshit' trains part that much sooner.

Final thoughts: Some of the builds on the original Marauders squad, we've failed in the cycles since then to hit those build values. The mix of no initial boosts, x1, x3, and x5 we took on those ... it's mostly the x3 / x5 ones, we haven't been able to hit those numbers again. So x5 ... isn't strictly a 'win now' move. It actually IS an advantage for a decent amount of builds, especially things like spdWR, blzCB, QB, K, P, immovable object NT, etc. Anything where the primary is going sky high.

Just thought I'd share the insights. That genetic algorithm was more my own 'math/code nerd' wanting to throw together a project using them, more than trying to really gain a competitive advantage. Squeezing out a few more SP value, doesn't win more games. Coordinating does. So... CHEERS! And good luck in S119.
 
TJ Spikes
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Originally posted by Gambler75
Following up on what Guppy said (warning, Theo-length post incoming) ...

I built a genetic algorithm, and had it start simulating thousands upon thousands of build batches, using different 'DNA' for the trains. A couple things stood out to me. 1) The genes that kept getting 'selected', were training past the optimal crossover points. 2) They almost always chose either 1 early boost, or 5. Almost none of the 'selected' ones, skipped the early boosts entirely ...

Kind of flew in the face of what I had been thinking, all this time. Both points 1 + 2, made me step back and ask WTF is going on. But there's a few reasons that made it make more sense. The ~53-61 range is a BIG part of it though.

Training crossover points obviously change slightly depending how many enhances you go for early. RE: MandyRoss, it's a helpful guide, but also a bit of a trap. You do NOT want to aim for the exact cross over point (Like 56% train on intense = 28% in the second cap, the 2:1 ratio). Why? Because MandyRoss is giving you a snapshot, of that training value in a VACUUM. A snapshot of that one moment in time, what the training is worth in SP value. It's not considering how FAR you're going to take it, eventually.

You want to go PAST the crossover point. Even ignoring the value it gains from what you're going to add to it later (SP, ALGs, further trains) but also because you're probably not just training ONCE in that next cap ... So that value you're comparing it to, is also going to drop. If you're jumping the second it goes higher value in the next cap - you're actually short changing yourself, some solid value trains.

Let's assume x3 training enhancement primary, and intense at the start:
31: .6 value per train 49: .6 value per train. Exact crossover point is 31 (could have a fraction, but dealing with integers cuz I'm lazy)

But look at the next cap. 49 = .60, 50 = .60, 51 = .58, 52 = .52 Big drop off at 52+.

Then the third cap: 61 + 62 = .54, 63-65 = .51 The entire third cap, is negative from the start, compared with 4th cap ...

Then fourth cap: 68-70 = .56, 71-73 = .52

The whole fifth cap, is exactly .5 with x3. 6cap, starts at .54. 7cap .63, and it just climbs from there. The "U" shape of the chart.

TL;DR: Train a little past the exact crossover point, because a lot of the following caps go 'bad' fast. 3rd and 5th caps, are instantly negative when reaching them. Vast majority of 52-61 is some of the worst training values in the whole build, even if I'd personally go 53-54 at .52 and .50, if 'slow' boosting, but 55+ plummets again to .46, and should be avoided like the plague. That part explains why 5x early boost works. Especially for extreme primary builds. You're jumping to 68, and getting past the 'bullshit' trains part that much sooner.

Final thoughts: Some of the builds on the original Marauders squad, we've failed in the cycles since then to hit those build values. The mix of no initial boosts, x1, x3, and x5 we took on those ... it's mostly the x3 / x5 ones, we haven't been able to hit those numbers again. So x5 ... isn't strictly a 'win now' move. It actually IS an advantage for a decent amount of builds, especially things like spdWR, blzCB, QB, K, P, immovable object NT, etc. Anything where the primary is going sky high.

Just thought I'd share the insights. That genetic algorithm was more my own 'math/code nerd' wanting to throw together a project using them, more than trying to really gain a competitive advantage. Squeezing out a few more SP value, doesn't win more games. Coordinating does. So... CHEERS! And good luck in S119.


Theo would have been proud


Seriously though. That's probably the most interesting thing I've read on here in a long time

As an addendum, I'll add that's essentially what the 1 early boost method above tries to do also. Originally posted by jcross

https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5341293 Here's one that has a way, but have never done it so don't know how successful it really is


It also has 2 hidden under rated perks.
#1 you'll hit L41 at the end of your second season, Age 80, when you might want to do some shopping and also consider stepping down to Light training over the Pre-season TP dump.
#2 it gives you exactly 1 chance to F up 1 boost instead of requiring absolute perfection. i.e the L78 vs 79 trap in the OP.


 
WiSeIVIaN
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Originally posted by SeattleNiner
A couple years ago I rage quit because my new dot ended up at 78 and I was pissed that it's not well documented when to boost, or I can't find it.

Now that people have been doing it a while, does anyone have a boosting schedule per season, assuming you want to save 4(?) of the boosts for the last season (I think you can do that?)


S0 = No boosts
S1 D40 (dot 40 days old) = 5 boosts
S2 D40 (dot 80 days old) = 5 boosts
S3 D40 (dot 120 days old) = 5 boosts
S4 D40 (dot 160 days old) = 5 boosts
S5 Preseason = 10 boosts (you'll get base 5 plus 5 catch-up)

Totals 30 boosts. This is the way.
 
The Hitman
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How about an extreme speed/strength build, when to boost?
 
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