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macjrock4721
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Hello,
Was hoping to get some help on whether or not I should boost my level 1 dots I created yesterday prior to the start of next season. Is it common to boost them and bank the skill points for further down the road while continuing to train? Or do I hold off on boosting this season with next season being my first boost at the end of the season? Probably a few different answers here but I am really just getting back into the game and kinda clueless on how to start. THANK YOU for any advice!
 
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There's a huge debate, and that's part of the fun of this game.

IMO, hell no do not wait.

A lot of people will say if you wait you'll end up with slightly better dots in the end.

Because you're asking about building dots, I'm just going to assume, that you're no a pro builder that will gain a lot by waiting. Just train, boost, train, boost. Start the season at Level 8 for the EQ upgrades, and commence to kicking some ass.



There's a pretty good "Dot Building 101" thread kicking around here somewhere
Edited by Chris B Chicken on Nov 16, 2023 19:11:11
 
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Originally posted by TJ Spikes
It's important to fully understand what the difference is between Attribute Points and Skill Points.

Attribute Points are what you see when you look at your Player's page. Skill Points are what you get when you boost and when you gain levels through experience. They're a form of currency used to buy Attribute Points.

As Attribute points go up, it becomes more and more expensive to buy more of them. For example, when you're just starting a new player, all of your Attribute Points happen to cost 1 Skill Point. After you have 48 Attribute points in an attribute, it then costs 2 Skill points to buy 1 attribute point.

This chart shows how much Attributes Points cost to buy as they grow. Players call these numbers "soft caps" or "caps" for short. If you read about a player "5 capping" something, that's what they are talking about... bringing it up into the 73-77 range.

Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Ability_Softcaps
Skill Points
1 .................. 00.00 to 48.06
2 .................. 48.07 to 60.51
3 .................. 60.52 to 67.97
4 .................. 67.98 to 73.24
5 .................. 73.25 to 77.28
6 .................. 77.29 to 80.53
7 .................. 80.54 to 83.25
8 .................. 83.26 to 85.58
9 .................. 85.59 to 87.60
10 ................ 87.61 to 89.40


The last line on the chart says if you have an attribute that's at 88, it will cost you 10 Skill Points to buy 1 Attribute Point, and go up to 89. You'd have to earn 2 levels worth of Skill Points to buy 1 Attribute Point.

====

Another way attributes will grow is through Automatic Level Gains or "ALGs" for short. Different Archetypes will have different ALGs assigned to them, broken into Major attributes and Minor attributes. For example


Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Archetypes
HB Power

A power back relies on strength and power moves to break tackles and pick up the difficult yards. He is not a speedy breakaway threat, but there is no one better to call on when you need to pick up a short first down up the gut. A good power back can even manage to make up for a poor offensive line by breaking tackles behind the line.
* Major -- Agility Carrying Confidence Strength (+.5)
* Minor -- Jumping Speed Stamina Vision (+.25)

HB Combo

A combo back is a jack of all trades, and can be unpredictable on the field. He is good at both breaking tackles and faking defenders, but will have a hard time becoming a master of either. A combo back is an excellent choice for a varied offense that can keep a defense on its toes.
* Major -- Carrying Confidence Speed Strength Vision (+.4)
* Minor -- Agility Catching Jumping Stamina (+.25)

When a Power HB gains a level, he will gain a +0.5 to his Agility, Carrying, Confidence, and Strength. The thing to remember about ALGs is that no matter how high an attribute is they always increase the attribute by the same amount per level. If he has an Agility of 10, it'll become 10.5. If he has an Agility of 88, it'll become an 88.5.

That is the importance of ALGs. ALGs are more valuable than Skill Points when the attributes are high. A player would have to spend 10 Skill Points to go from 88 to 89. However, if he has his ALGs working for him, his attribute will go from 88 to 89 for free, by the time he has enough Skill Points saved up.

The other thing to keep in mind is that ALGs shrink as the player gains levels.

Originally posted by GLB Wiki
http://wiki.goallineblitz.com/index.php/Leveling
.....................L1-21 ..... L22-29 ..... L30-37..... L38+
4 Majors ..... +0.50 ..... +0.38 ..... +0.28 ..... +0.21


After your player's first season, he'll already be level 19. When he boosts the following season, his ALGs will already begin to slow down.

This means you'll want to have your player's biggest attributes as high as needed by the end of the first season.

====

How high does an attribute need to go?

That's going to depend on the position, the Archetype, and the training plan.

Here's a rough idea though.

Originally posted by TJ

ALG .... Day 40 .... @ L79
+0.67 -----› 83 -----› 104
+0.50 -----› 81 -----› 97
+0.40 -----› 80 -----› 93


If you have an ALG of +.67 (like a QB or Kicker) then it's possible to raise your 1st attribute up to 83 or more in your first season. If you didn't touch it after that, and just let your ALGs roll all the way up to L79, then that attribute would end up at 104.

If you have an ALG of +.5, and you did the same thing, the highest your attribute could go would be an 81 in the 1st season, and then it would end up at 97.

That just gives you an idea of what ALGs can do, by themselves.

However, those numbers don't take Equipment or Training into account.

Now, how high do your attributes really need to be? For the answer to that one, you'll have to see the individual position threads to get just a rough idea. Then from there you'll have to decide for yourself how high you want your attributes to be.

Remember, the flip side of pushing 1 attribute super high is that you won't be investing in the other attributes at all, and you'll be missing out on all of their ALGs.

Having a good dot comes from knowing which attributes you need a lot of, which ones you need a little of, and which ones to avoid investing in.





Edited by Chris B Chicken on Nov 16, 2023 19:17:10
 
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May 26, 2013 06:41:53

Once you fully understand the power of ALGs, then you can move on to the next step.

Putting together a plan to build a good dot. You have to take 3 major things into account.

#1 - The attributes you want to end up with
Leveling is "hard capped" at Level 79. There is no way around it. After you hit L79, you don't get any more Skill points and your build is done whether you're ready for it or not.

#2 - Your training plan to get you to those attributes
There are limitless combinations of training options. You have to figure out how you can get the most out of your training, while still earning enough Bonus Tokens (BTs) to satisfy your equipment needs.

#3 - Your equipment needs
The primary value of Advanced Equipment (AEQ for short) is that it's worth 13 Attribute Points per slot. Regular equipment is only worth 10 attribute points per slot. The other bonus to AEQ is that you get to choose what bonus abilities you want tied to it. AEQ cost bonus tokens. Training gets you bonus tokens (BTs). The trick is... the better your training is, the fewer tokens you get.

===

Step 1 cannot be covered here. There are too many positions and archetypes. That's why we have individual threads to discuss the positions in. However, one tool that I highly recommend it the Virtual Player Builder (VPB for short). Here's a user guide for that http://goallineblitz.com/game/forum_thread.pl?thread_id=5119032

I use Firefox specifically for GLB. I use Chrome for everything else. I don't really like Firefox, but there's no way I'd do GLB without it.

The VPB will allow you to use your GLB Player's Skill Point page to practice building dots. Once you get the hang of using it, it'll be real hard to start a new dot without doing some kind of trial run with it.

===

Training

The object of Training is to improve Attribute Points without spending Skill Points. Every time you train an attribute it will progress by a certain percentage. When that progression adds up to 100% or more it will give you 1 Attribute Point.

That is the beauty of training, no matter how high the attribute is it will always go up a full Attribute Point.

So late in a career, when you have multiple attributes in the 80's and 90's, instead of spending huge amounts of Skill Points to improve them, you can do training to improve them instead.

Training comes in different flavors. Light (worth 6 BTs), Normal (worth 4 BTs), Intense (worth 2 BTs) and Multi Train which is worth a variable amount of BTs (4, 8, or 12).

The value of training decreases as the attribute increases. For example if you do Light Training on an attribute at 6, the attribute will progress by 40%. If you Light train an attribute that's at 33, it'll progress 15%. If you Light train an attribute at 90, it will only progress 3%.

Similarly, if you do Normal Training on an attribute at 6 it'll improve by 84% - which is huge. Then if you do Intense Training when the attribute is at 6, it would improve by 119%. That means you would get a free Attribute point, bringing it up to 7, just by training on intense.

Multi Training will get you the highest gains from training -- by a large margin -- but you can't do it every day. You can train 2 attributes at the same time, but you can only do that every other day--and get 4 BTs. You can do three attributes but you can only do that once every 3 days--and get 8 BTs. Or you can train 4 attributes at once, but you can on do that once every 4 days--and get 12 BTs.

If you do the math for BTs: 4 BTs every other day works out to an average of 2 BTs per day -- exactly the same as doing intense training. 8 BTs every 3 days works out to more than 2 BTs per day. 12 BTs every 4 days works out to 3 BTs per day.

So... If multi training is so great, why not just do that all the time?

That's where AEQ comes in.

===

Equipment

Advanced EQuipment (AEQ) costs a huge amount of BTs. You will want to buy at least 3 maybe even 4 pieces of AEQ, one piece at a time.

Ideally, you'll want that AEQ to gives you a +3 to an attribute. To build one that will do that costs 50 BTs. Then you will want to tack on an additional ability, and those cost ether 18, 38, or 75 to add on. If you want a piece of the most expensive EQ, it's going to cost 125 BTs just to build it. Then over the course of your player's career, (every 8 levels) you will want to upgrade that piece. To do that it costs 30 BTs every time. You get 10 upgrades by the time you hit L72, so that's 300 BTs for the upgrades. So one fully upgraded piece of maxed out AEQ costs 425 BTs. So if you wanted 4 of those, that would be 1700 BTs. You may want to mix in a few pieces of cheaper AEQ, or try your luck trying to roll some in the AEQ store. A very general rule of thumb is you will need more than 1200 BTs if you're only doing 3 pieces, and then if you want 4 pieces, you'll need more than 1600 BTs. AND that includes some luck with the AEQ store.

You can't get that many BTs, by doing multi training alone. You have to mix in a good dose of light training, to get anywhere close. Then you can fine tune attributes using Normal and Intense training as needed as you grow.

The beauty of Equipment is that you can add Attribute Points to any attribute you choose. Most people choose to stack all of their AEQ on 1 attribute. It can give a boost of up to +52 to one attribute, but it can also be used to give up to 4 attributes a +13 bonus. You have to decide how to use your equipment to best suit your build plan. You can use stack it to boost a lower attribute up to playable levels. You could use it to boost an already high attribute into the stratosphere.

Lastly, the same theory applies to Custom EQuipment (CEQ). The big difference is the CEQ costs flex, which costs real money. You don't want to mess up AEQ, but you really don't want to mess up CEQ. Make sure that you get what buy exactly what you want. If you don't know what you want, wait until you do to buy it.

When you add in the +6 that CEQ gives to the +52 that AEQ gives, that's where the +58 comes from. CEQ also adds bonuses you one of your Special Ability trees, and also adds more bonuses later on. To do all that costs 1100 flex though, so again, you don't want to mess it up.

===

That's a pretty heavy dose of info, and it's almost impossible to sort out without using the VPB.

Some general tips are:

#1 Choose an Archetype that has the best ALGs for what you want to do with your player. If you want your player to cruise at the speed of light, you will want to get Speed as a major ALG. Don't worry about the name of the Archetype.

#2 As a general rule, early in a build, you will only want to 4, 5 or maybe 6 cap an attribute before going on to the next one. Don't go super high, because all your other attributes will suffer. You'll probably want to set up multi-training for your first 3 attributes.

#3 You want to aim for getting an attribute trained up to approximately 30 before you invest Skill Points in it--that's anywhere from 28-33 (that way it'll cost 15 to 20 SPs to hit your 1st soft cap).

#4 In the first year of a build you will be gaining levels almost every other day. You don't have time to multi-train 4 attributes. You could gain 2 levels worth of ALGs before you train again. Stick to Intense, and maybe 2 attribute multi training. Slip in a Normal or Light if you need to.

#5 When possible train an attribute to a high percentage before "capping" it. When you dump Skill Points into it, it's cost goes up and it's training value goes down. In a perfect world, you'd be able to hit 90% training or higher, cap an attribute, and then train it again to make it roll over 100%. That way that last few percent of training will increase the attribute and save you a few skill points.

#6 If you have a specific concept in mind for your player, ask someone in here if they think it'll work. For better or worse, GLB seldom matches up with real life football. For example, if you want to make a Deion Sanders style CB, you're probably going to be disappointed. Shut down CBs are required, and return man CBs can be very good, but it's currently impossible to build a player be good at both defense and punt returns--and playing offense is out of the question.

 
Bluesman
bluest blues
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Originally posted by Chris B Chicken
May 26, 2013 06:41:53

Once you fully understand the power of ALGs, then you can move on to the next step.

Putting together a plan to build a good dot. You have to take 3 major things into account.

#1 - The attributes you want to end up with
Leveling is "hard capped" at Level 79. There is no way around it. After you hit L79, you don't get any more Skill points and your build is done whether you're ready for it or not.

#2 - Your training plan to get you to those attributes
There are limitless combinations of training options. You have to figure out how you can get the most out of your training, while still earning enough Bonus Tokens (BTs) to satisfy your equipment needs.

#3 - Your equipment needs
The primary value of Advanced Equipment (AEQ for short) is that it's worth 13 Attribute Points per slot. Regular equipment is only worth 10 attribute points per slot. The other bonus to AEQ is that you get to choose what bonus abilities you want tied to it. AEQ cost bonus tokens. Training gets you bonus tokens (BTs). The trick is... the better your training is, the fewer tokens you get.

===

Step 1 cannot be covered here. There are too many positions and archetypes. That's why we have individual threads to discuss the positions in. However, one tool that I highly recommend it the Virtual Player Builder (VPB for short). Here's a user guide for that http://goallineblitz.com/game/forum_thread.pl?thread_id=5119032

I use Firefox specifically for GLB. I use Chrome for everything else. I don't really like Firefox, but there's no way I'd do GLB without it.

The VPB will allow you to use your GLB Player's Skill Point page to practice building dots. Once you get the hang of using it, it'll be real hard to start a new dot without doing some kind of trial run with it.

===

Training

The object of Training is to improve Attribute Points without spending Skill Points. Every time you train an attribute it will progress by a certain percentage. When that progression adds up to 100% or more it will give you 1 Attribute Point.

That is the beauty of training, no matter how high the attribute is it will always go up a full Attribute Point.

So late in a career, when you have multiple attributes in the 80's and 90's, instead of spending huge amounts of Skill Points to improve them, you can do training to improve them instead.

Training comes in different flavors. Light (worth 6 BTs), Normal (worth 4 BTs), Intense (worth 2 BTs) and Multi Train which is worth a variable amount of BTs (4, 8, or 12).

The value of training decreases as the attribute increases. For example if you do Light Training on an attribute at 6, the attribute will progress by 40%. If you Light train an attribute that's at 33, it'll progress 15%. If you Light train an attribute at 90, it will only progress 3%.

Similarly, if you do Normal Training on an attribute at 6 it'll improve by 84% - which is huge. Then if you do Intense Training when the attribute is at 6, it would improve by 119%. That means you would get a free Attribute point, bringing it up to 7, just by training on intense.

Multi Training will get you the highest gains from training -- by a large margin -- but you can't do it every day. You can train 2 attributes at the same time, but you can only do that every other day--and get 4 BTs. You can do three attributes but you can only do that once every 3 days--and get 8 BTs. Or you can train 4 attributes at once, but you can on do that once every 4 days--and get 12 BTs.

If you do the math for BTs: 4 BTs every other day works out to an average of 2 BTs per day -- exactly the same as doing intense training. 8 BTs every 3 days works out to more than 2 BTs per day. 12 BTs every 4 days works out to 3 BTs per day.

So... If multi training is so great, why not just do that all the time?

That's where AEQ comes in.

===

Equipment

Advanced EQuipment (AEQ) costs a huge amount of BTs. You will want to buy at least 3 maybe even 4 pieces of AEQ, one piece at a time.

Ideally, you'll want that AEQ to gives you a +3 to an attribute. To build one that will do that costs 50 BTs. Then you will want to tack on an additional ability, and those cost ether 18, 38, or 75 to add on. If you want a piece of the most expensive EQ, it's going to cost 125 BTs just to build it. Then over the course of your player's career, (every 8 levels) you will want to upgrade that piece. To do that it costs 30 BTs every time. You get 10 upgrades by the time you hit L72, so that's 300 BTs for the upgrades. So one fully upgraded piece of maxed out AEQ costs 425 BTs. So if you wanted 4 of those, that would be 1700 BTs. You may want to mix in a few pieces of cheaper AEQ, or try your luck trying to roll some in the AEQ store. A very general rule of thumb is you will need more than 1200 BTs if you're only doing 3 pieces, and then if you want 4 pieces, you'll need more than 1600 BTs. AND that includes some luck with the AEQ store.

You can't get that many BTs, by doing multi training alone. You have to mix in a good dose of light training, to get anywhere close. Then you can fine tune attributes using Normal and Intense training as needed as you grow.

The beauty of Equipment is that you can add Attribute Points to any attribute you choose. Most people choose to stack all of their AEQ on 1 attribute. It can give a boost of up to +52 to one attribute, but it can also be used to give up to 4 attributes a +13 bonus. You have to decide how to use your equipment to best suit your build plan. You can use stack it to boost a lower attribute up to playable levels. You could use it to boost an already high attribute into the stratosphere.

Lastly, the same theory applies to Custom EQuipment (CEQ). The big difference is the CEQ costs flex, which costs real money. You don't want to mess up AEQ, but you really don't want to mess up CEQ. Make sure that you get what buy exactly what you want. If you don't know what you want, wait until you do to buy it.

When you add in the +6 that CEQ gives to the +52 that AEQ gives, that's where the +58 comes from. CEQ also adds bonuses you one of your Special Ability trees, and also adds more bonuses later on. To do all that costs 1100 flex though, so again, you don't want to mess it up.

===

That's a pretty heavy dose of info, and it's almost impossible to sort out without using the VPB.

Some general tips are:

#1 Choose an Archetype that has the best ALGs for what you want to do with your player. If you want your player to cruise at the speed of light, you will want to get Speed as a major ALG. Don't worry about the name of the Archetype.

#2 As a general rule, early in a build, you will only want to 4, 5 or maybe 6 cap an attribute before going on to the next one. Don't go super high, because all your other attributes will suffer. You'll probably want to set up multi-training for your first 3 attributes.

#3 You want to aim for getting an attribute trained up to approximately 30 before you invest Skill Points in it--that's anywhere from 28-33 (that way it'll cost 15 to 20 SPs to hit your 1st soft cap).

#4 In the first year of a build you will be gaining levels almost every other day. You don't have time to multi-train 4 attributes. You could gain 2 levels worth of ALGs before you train again. Stick to Intense, and maybe 2 attribute multi training. Slip in a Normal or Light if you need to.

#5 When possible train an attribute to a high percentage before "capping" it. When you dump Skill Points into it, it's cost goes up and it's training value goes down. In a perfect world, you'd be able to hit 90% training or higher, cap an attribute, and then train it again to make it roll over 100%. That way that last few percent of training will increase the attribute and save you a few skill points.

#6 If you have a specific concept in mind for your player, ask someone in here if they think it'll work. For better or worse, GLB seldom matches up with real life football. For example, if you want to make a Deion Sanders style CB, you're probably going to be disappointed. Shut down CBs are required, and return man CBs can be very good, but it's currently impossible to build a player be good at both defense and punt returns--and playing offense is out of the question.



Theo, is that you here writing another book.
 
macjrock4721
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Plethora of info. Thank you both
 
Theo Wizzago
Coyote
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Originally posted by Bluesman
Theo, is that you here writing another book.


Nope... but I like his style.
 
Guppy, Inc
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so has any one done the math comparing cap building vs boosting at the end of the seasons? it just seems like cap building would be better now because we are basically leveling up every game and we get so much training that we can easily 3rd and 4th cap way sooner than we used to, so the algs would be applied to higher levels versus being used on level 1 or 2
 
TJ Spikes
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Originally posted by Guppy, Inc
so has any one done the math comparing cap building vs boosting at the end of the seasons?


In theory yes, Wise did it an RC26 did it. The consensus is there's about a ~20 PV increase to be had. Which I suppose isn't insignificant.

But your talking about dots with 1400+ PV. So approximately 1%. Which is about as much as maybe a few VAs give in certain situations. It's not nothing. We fight for every % on every piece of % AEQ.

The biggest flaw that kills all my building strategies is Me. I suck at actually executing them perfectly. Seems like I always miss a training, or forget an upgrade or get a breakthrough that changes all the math anyway.

I saw someone write something about it being easy to get a perfect build when clicking a "next day" button.

I guess I'm in that camp. I'm not good enough at building multiple dots to produce perfectly completed builds. Shopping for EQ always F's me up anyway.


===

Btw... Those guides were written 10 years ago. They probably need to be updated. I know my ideas on dot building have changed a lot since then.


Edited by TJ Spikes on Nov 17, 2023 08:11:00
Edited by TJ Spikes on Nov 17, 2023 08:07:12
 
King of Bling
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I've always built by hand, as it lends a bit of individuality, as well as interaction. Also, it has allowed me to find certain "X" factor sweet spots in builds that your VPB's have no clue. There are wheelhouse combos for position, that the auto-build society will never find.
How you find building VPB Robots a good time is beyond me...
 
PeeJJK
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VPB to plan an "ideal" build, and then KoB it by hand and see how close you can get to hitting your VPB numbers...that's my way of enjoying both sides of the bed. If you could click a box that said "I don't want training breakthroughs" then VPB would be much more useful and we could live in a world of robots.

No better feeling than being pissed at getting a training breakthrough, which is supposed to be a positive game experience
 
Bluesman
bluest blues
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I always used jbolicks build plan when I started my dots before the crash then build accordingly building the attrs where I wanted them to be.

With the dots I have going I rand the builds thru the vpb a few different times when I created them to get an idea of how the dots will end up.
Have no build plan on them actually just watched when it was the best time to put pts pts in attrs as when I been training.

have 2 de's 4eaq builds one should end up around 1439 the other 1428 in eff level
have 3 dt's 1 4aeq should end up somewhere around 1420 but I kind of error a little along the way building the dot.
The other 2 dt's is a 3aeq should come in around 1533 and 1537 each.

On a side note yes eff level is nice having a higher number but it is not the kill all if it isn't as high, sometimes it depends on how you spread your sk pts out making your dot.

Not sure if the numbers I have on my dots are going to be around the norm eff level numbers, guess after next season we shall see.

Ok yes I do use the vpb but more so around level 41, use it to figure out when I have to stop multi train to have enough bt's for aeq

 
Theo Wizzago
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Lordy. I've 'borrowed' from plenty of good guides over the years... but, like KoB, I build 'em according to what I want them to DO... not what is the best math. Case in point is my KICKER/punter. Technically, it should suck... but it doesn't. I concentrated on the Kicker side because that was the more important side (IMHO)... but, in the process, discovered that not punting the ball 60 yards has had a great side-benefit on ST's because I'm getting a BUTTLOAD of Fair Catches instead of TD returns against me. Sure... I'm punting about 7-10 yards shorter than a straight up Punter build... but the overall results are just fine and should only get better with age. EL vs Level sucks... badly. But I'm not chasing EL's... I'm chasing results and I'm getting what I'm chasing so I'm ok with the sucky EL.
Also, I stopped building for EL's a long time ago. My build guide is based on AEQ pursuit... not EL pursuit. Maybe those that chase EL's get that "1%" better that TJ speaks of. But most of them only have 3 AEQ. All my dots have 4. That's +3 more to a skill and another % or SA bonus that those high EL's don't have. I'll take the trade off.
 


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