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Forum > FAQ's, Player Guides and Newbie Help > Lowest amount of jumping on a speed WR?
88Spam
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Can I get away w 40-45 in order to reach
160 speed
90 agi/catching
 
Kenshinzen
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sure.
 
SeattleNiner
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low 20's is fine as well.
 
Theo Wizzago
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Originally posted by Kenshinzen
sure.


Originally posted by SeattleNiner
low 20's is fine as well.


Agree. Basically I look at it this way;
If receiver has 160+ speed then any jumping is fine.
155-160 speed = 40 to 1st cap
Below 155 speed = must reach 1st cap and more is a bonus.

Also consider height of receiver. The shorter the receiver the more jumping you want to account for... and vise versa.
 
Stoned Beaver
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Jumping is a 100% contested roll, will only make a notable impact on plays where a pass is considered “contested” and then will only impact the catch/deflection roll when one player has notably more jumping than the other player. Two dots competing would gain no benefit to the chance of catch/deflection whether each had 1000 jumping or 1, unless there is variance between the two it has no notable effect.

Meaning, if you aren’t willing to invest in jumping to have “notably more” than a defender which has covered you well enough to “contest” the catch, then it comes down to Are you willing to invest in jumping to where that defender doesn’t have “notably more” than you....and finally if you are submitting that any player who invest in jumping at all will have notably more than you, then there isn’t much point in having it at all.

I’m no expert but I can tell you 48 jumping vs 12 is indeed notably more
Edited by Stoned Beaver on Aug 3, 2020 16:09:36
 
reddogrw
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Jumping also helps you avoid diving tackles
 
Stoned Beaver
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Originally posted by reddogrw
Jumping also helps you avoid diving tackles


yes, but any amount of jumping isn't going to notably effect the performance of your dot based on this. diving tackles on WRs have to be incredibly rare.


It would also help in catching balls that are thrown poorly by being thrown high, but again, this likely would never make a notable difference.
Edited by Stoned Beaver on Aug 3, 2020 16:10:33
 
Stoned Beaver
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In conclusion based on what I've seen as far as end-game builds and build-plans, jumping has 4 logical totals:

0, 40, 60, 80

0= I don't care about contested balls
40 = I don't want to sacrifice contested balls to players that are similar in speed/agility to me and would like an advantage over those with a speed/agility advantage over me.
60 = I don't want to sacrifice contested balls to any player, and would like to have a contested advantage over those pushing speed/agility higher than me
80 = I want to have a contested ball advantage over any player

These are more or less assuming that the main variance in build here will be how high speed/agility are getting pushed (which you can more or less bank on see world league forum for proof)

Also again, this is about gaining/losing an ADVANTAGE in a catch/deflection roll, not by any means assuring the catch/deflection via jumping totals alone.
Edited by Stoned Beaver on Aug 3, 2020 16:15:11
 
TJ Spikes
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here's some legit jumping Bortisms
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3938152&page=1#35045742

 
Stoned Beaver
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Originally posted by TJ Spikes
here's some legit jumping Bortisms
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3938152&page=1#35045742



Originally posted by Bort
Their first roll is modified by the WR's jumping/etc, much like the WR's roll is modified by the CB's skills. Basically the WR gets an anti-swat roll.
 


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