Originally posted by dcarbo
depends on how often the ability gets checked.
some abilities like On the Run get checked multiple times in the same play, so they fire more often. Catch in Stride probably gets checked once.
This.
Originally posted by MrWince
So I'm not sure where "up to" is coming from.
The way I've always assumed it was calculated is based in percentages of the maximum skill level. Since it's "Powered by" one or more of your skills, I always thought it safe to assume that the higher your skill level in that particular skill, the greater the chance for a skill to go off--provided your player is in those opportunities often enough (obviously, free safeties with gold Spin Cycle probably won't have many opportunities for it to go off, however high FW and PRT are.) Of course, I don't know if this relationship is exactly proportional or not..
For instance, let's use First Step as an example...
Setting aside whatever impacts things like defensive consistency, heart, or even balance, weather etc. have on skill levels throughout the game, if you have 60 quickness and gold First Step (Up to 50%), I'd assume your odds be 25% better than whatever % it is at 50 if you increase Quickness up to 75:
60% (based on quickness level) X 50% = 30%.
75% (based on quickness level) x 50% = 37.5%
^ Since it says "Up to 50%", it would seem like only someone maximizing the skill would get exactly 50%.
If the gains are proportional, like I've always thought they are, just like 75 is 25% bigger than 60, 37.5% is 25% bigger than 30%.