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Forum > Pee Wee Leagues > Pee Wee Gold League > Level up calculations based on new XP system...
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1kwerdna
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You're going to argue that boosting (3 times) when maybe 0-1 attributes are capped isn't going to yield something different than boosting before the playoffs when a main attribute is capped 3 times and two other attributes are capped twice?
 
Lobster Weed
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Yes I am going to argue that because it is true, run the numbers and see for yourself, there is no ALG gains of boosting later for most builds, and I can even show you some examples where they are indeed getting better builds out of it.

Your suggested numbers aren't even close to reachable in peewee anyway, we are only getting 1 extra level not 6.
 
jkid2
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Originally posted by Lobster Weed
Incorrect though 1kwerdna, me and Gerr have run these numbers many times over, the ALG's actually don't really lose anything with pretty much any build, nothing over 1-2 SP either way, and sometimes there is even an advantage to boosting earlier-such as when you plan to put SP into a stat all season long.

Now the training advantages remain the same as before.


I agree with this. Everyone will boost on day 2 as that is the new best day to boost and there is no penalty for doing so, if anything, it actually benefits the player in terms of SPs.
 
LordEvil
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This is twice now I have figured out the best training, where to apply sps and what to train and when to change it, only again to have shit changed
 
Jackson55555
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Having an attribute, like Throwing for instance, at 62 and boosting 3x gets you to 64.08, which is equal to 6 SP's.

If you build on Day 41, intense train Throwing (just doing it this way since idk how you train) and get it to 49 (15 SP's + 2 SP's from bonus tokens) and boost 3x, you get to 51.08, which is 4 SP's. Right there is 2 SP's. This isn't even counting other attributes which would suffer, although small, from boosting early. This also doesn't take into account how unbalanced your build will be if you put the 15 from the 3x boosts into primary with minimal training by Day 1.

Boosting early, regardless of how you look at it, doesn't benefit you at all in terms of SP. This is pee-wee, every little bit matters and boosting early will yield a worse build than boosting late. Obviously, teams will do whatever they have to win and if boosting on Day 2 is needed, they will do it. Personally, I don't care what you do with your builds. But 1kwerdna is right, your builds will suffer in terms of SP value and in terms of quality. The only difference between boosting early this season and next season is the xp value is constant to level 16, rather than slowly diminish as your level increases.
 
LordEvil
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Why were we talking about boosting on day 2 again? What changed? We level up faster so waiting is even more beneficial right?
 
1kwerdna
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Originally posted by Jackson55555
Having an attribute, like Throwing for instance, at 62 and boosting 3x gets you to 64.08, which is equal to 6 SP's.

If you build on Day 41, intense train Throwing (just doing it this way since idk how you train) and get it to 49 (15 SP's + 2 SP's from bonus tokens) and boost 3x, you get to 51.08, which is 4 SP's. Right there is 2 SP's. This isn't even counting other attributes which would suffer, although small, from boosting early. This also doesn't take into account how unbalanced your build will be if you put the 15 from the 3x boosts into primary with minimal training by Day 1.

Boosting early, regardless of how you look at it, doesn't benefit you at all in terms of SP. This is pee-wee, every little bit matters and boosting early will yield a worse build than boosting late. Obviously, teams will do whatever they have to win and if boosting on Day 2 is needed, they will do it. Personally, I don't care what you do with your builds. But 1kwerdna is right, your builds will suffer in terms of SP value and in terms of quality. The only difference between boosting early this season and next season is the xp value is constant to level 16, rather than slowly diminish as your level increases.


Yeah, maybe my 6-10 estimate should be amended to about 4-5. It's definitely possible to 2nd cap 1 attributes and 1st cap 2, right? It would be up to owners to decide whether these SP's are worth a potentially lower seed in the playoffs (or not making it at all.) But I've always believed that if you're the best then it shouldn't matter your seeding anyways.
 
Jackson55555
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Well if you make a QB and triple train right away, thus not 1st capping Throwing before boosting 3x, you will net 2 SP's from ALG's in Throwing. If you 3rd cap throwing before boosting 3x, you will yield 6 SP's.

Ya, I would say anywhere from 4-8 would be a good guess for loss, which is significant for people trying to get the most out of pee-wee dots. Like I said, people are going to have their reasons for boosting whenever. But you can't argue boosting early is the same/better than boosting late.



Boosting on Day 2 is possible now (well it was always possible, just not smart) since your exp is constant from training (until level 41) and from games (until level 16). So if you boost to level 4 right away, you'll hit level 16 on Day 40. If you boost on Day 32, you will hit level 16 on Day 40. So it doesn't matter anymore when you boost, in terms of hitting highest possible pee-wee level.
 
Lobster Weed
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You guys, I said the exact same stuff in an argument with Gerr- it just isn't correct... actually run the numbers instead of just testing the logic and you'll see for yourself.
 
Gerr
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Here is a copy of the numbers I ran. They presume that you start day 2 (Gold's 1st game) with 42 in your primary skill, and all level earned SP's are to be put into that skill. This also presumes that any training or SP's bought with BT's will be applied to other skills. And this presumes your primary skill gets a 0.5 Automatic Level Gain(ALG) per level and that happens before any SP's are applied. Also, with the new system, since all levels in PW get the SAME XP, the level days will be identical.

Boost on day 32, so after you hit level 12...
Level 1 = 42 primary skill.
Level 2 = 42.5 after ALG, 47.5 after 5 SP's.
Level 3 = 48 after ALG, 51 after 5 SP's.
Level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 SP saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 SP saved for next level.
Level 7 = 60 after ALG, 62 after 5 SP's, 1 SP saved for next level.
Level 8 = 62.5 after ALG, 64.5 after 6 SP's.
Level 9 = 65 after ALG, 66 after 3 SPs, 2 SP's saved for next level.
Level 10 = 66.5 after ALG, 68.5 after 6 SP's, 1 SP saved for next level.
Level 11 = 69 after ALG, 70 after 4 SP's, 3 SP's saved for next level.
Level 12 = 70.5 after ALG, 72.5 after 8 SP's.
3x Boost to level 15, 74 after ALG's, 77 after 15 SP's.
Ending skill level at level 15 is 77.

Now lets do it my way, which is to boost on day 2...
Level 1 = 42 primary skill
2x boost to level 3 = 43 after ALG, 51 after 10 SP's.
1x boost to level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 saved for next level.
Level 7 = 60 after ALG, 62 after 5 SP's, 1 SP saved for next level.
Level 8 = 62.5 after ALG, 64.5 after 6 SP's.
Level 9 = 65 after ALG, 66 after 3 SPs, 2 SP's saved for next level.
Level 10 = 66.5 after ALG, 68.5 after 6 SP's, 1 SP saved for next level.
Level 11 = 69 after ALG, 70 after 4 SP's, 3 saved for next level.
Level 12 = 70.5 after ALG, 72.5 after 8 SP's.
Level 13 = 73 after ALG, 74 after 4 SP's, 1 saved for next level.
Level 14 = 74.5 after ALG, 75.5 after 5 SP's, 1 saved for next level.
Level 15 = 76 after ALG, 77 after 5 SP's, 1 left over.
Ending skill level at level 15 is 77 with 1 SP left over.

Thus if my calculations are correct, my method actually gives you 1 extra SP. If you see any math or logic errors, please speak up...

Remember that this is ONLY to show that there are no differences in ALG's as when to boost under the new system. I think everyone agrees that you lose a little in training when you boost early vs late, so that is NOT factored into this.
Edited by Gerr on Aug 3, 2011 23:26:38
Edited by Gerr on Aug 3, 2011 22:10:36
 
junglejuice
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i see a logic error...nobody puts all SP in their primary

also, it's lose not loose
 
Gerr
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I used an extreme example to make the point...
 
89stepside
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OK, so it's actually a wash when looking at a realistic build...

Say for instance I wanted my main attribute to reach 65 by the end of the season.


Boost on day 32, so after you hit level 12...
Level 1 = 42 primary skill.
Level 2 = 42.5 after ALG, 47.5 after 5 SP's.
Level 3 = 48 after ALG, 51 after 5 SP's.
Level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 SP saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 SP saved for next level.
Level 7 = 60 after ALG, 61 after 2 SP's, 4 SP saved for next level.
Level 8 = 5 SP
Level 9 = 5 SP
Level 10 = 5 SP
Level 11 = 5 SP
Level 12 = 5 SP
3x Boost to level 15, 15 SP
SP's toward other attributes = 44

Now lets do it my way, which is to boost on day 2...
Level 1 = 42 primary skill
2x boost to level 3 = 43 after ALG, 51 after 10 SP's.
1x boost to level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 saved for next level.
Level 7 = 60 after ALG, 61 after 2 SP's, 4 SP saved for next level
Level 8 = 5 SP
Level 9 = 5 SP
Level 10 = 5 SP
Level 11 = 5 SP
Level 12 = 5 SP
Level 13 = 5 SP
Level 14 = 5 SP
Level 15 = 5 SP
SP's toward other attributes = 44

In both scenarios you could stop applying SP's to your main at level 7, as you'd have 8 levels left to get 4 ALG's total.

The benefit to boosting early would be that you'd hit level 7 sooner and could begin putting SP's into other attributes sooner. This would seem to actually round out the build quicker.

The benefit to boosting late would be the additional training you could put into attributes 2, 3 and 4 before applying SP's to them. The additional downside would be that you'd be waiting until day 32 for levels 13, 14 and 15, where with an early boost, 13 and 14 would arrive sooner.

Overall, my guess would be that the additional training from boosting late would amount to 1-2 extra SP's each in attributes 2, 3 and 4 by seasons end. (3-6 total)
Edited by 89stepside on Aug 4, 2011 03:03:12
Edited by 89stepside on Aug 4, 2011 02:46:43
Edited by 89stepside on Aug 4, 2011 02:30:41
 
jkid2
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Originally posted by LordEvil
Why were we talking about boosting on day 2 again? What changed? We level up faster so waiting is even more beneficial right?


No because now daily XP and game XP is exactly the same for all players levels 1-15.
 
simski
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Originally posted by Gerr
Here is a copy of the numbers I ran. They presume that you start day 2 (Gold's 1st game) with 42 in your primary skill, and all level earned SP's are to be put into that skill. This also presumes that any training or SP's bought with BT's will be applied to other skills. And this presumes your primary skill gets a 0.5 Automatic Level Gain(ALG) per level and that happens before any SP's are applied. Also, with the new system, since all levels in PW get the SAME XP, the level days will be identical.

Boost on day 32, so after you hit level 12...
Level 1 = 42 primary skill.
Level 2 = 42.5 after ALG, 47.5 after 5 SP's.
Level 3 = 48 after ALG, 51 after 5 SP's.
Level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 SP saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 SP saved for next level.
Level 7 = 60 after ALG, 62 after 5 SP's, 1 SP saved for next level.
Level 8 = 62.5 after ALG, 64.5 after 6 SP's.
Level 9 = 65 after ALG, 66 after 3 SPs, 2 SP's saved for next level.
Level 10 = 66.5 after ALG, 68.5 after 6 SP's, 1 SP saved for next level.
Level 11 = 69 after ALG, 70 after 4 SP's, 3 SP's saved for next level.
Level 12 = 70.5 after ALG, 72.5 after 8 SP's.
3x Boost to level 15, 74 after ALG's, 77 after 15 SP's.
Ending skill level at level 15 is 77.

Now lets do it my way, which is to boost on day 2...
Level 1 = 42 primary skill
2x boost to level 3 = 43 after ALG, 51 after 10 SP's.
1x boost to level 4 = 51.5 after ALG, 53.5 after 4 SP's, 1 saved for next level.
Level 5 = 54 after ALG, 57 after 6 SP's.
Level 6 = 57.5 after ALG, 59.5 after 4 SP's, 1 saved for next level.
Level 7 = 60 after ALG, 62 after 5 SP's, 1 SP saved for next level.
Level 8 = 62.5 after ALG, 64.5 after 6 SP's.
Level 9 = 65 after ALG, 66 after 3 SPs, 2 SP's saved for next level.
Level 10 = 66.5 after ALG, 68.5 after 6 SP's, 1 SP saved for next level.
Level 11 = 69 after ALG, 70 after 4 SP's, 3 saved for next level.
Level 12 = 70.5 after ALG, 72.5 after 8 SP's.
Level 13 = 73 after ALG, 74 after 4 SP's, 1 saved for next level.
Level 14 = 74.5 after ALG, 75.5 after 5 SP's, 1 saved for next level.
Level 15 = 76 after ALG, 77 after 5 SP's, 1 left over.
Ending skill level at level 15 is 77 with 1 SP left over.

Thus if my calculations are correct, my method actually gives you 1 extra SP. If you see any math or logic errors, please speak up...

Remember that this is ONLY to show that there are no differences in ALG's as when to boost under the new system. I think everyone agrees that you lose a little in training when you boost early vs late, so that is NOT factored into this.


Unless you do some kind of training after you hit a Cap there is no influence on the ALGs. Boosting is commutative when training is not involved. You will end with the same result if you invest the SPs five (Otr how many you can) at a time in build 1 when you boost. The order of boosting has no influence on ALGs, there will be some effect with respect to training.

Edited by simski on Aug 4, 2011 15:47:55
 
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