Save & Load Gambling Guide

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Contents

Foreword

This is a discussion about Save & Load Gambling strategy, based on the Shadow Pitching Strategy for pitchers but expanded to a general theory that includes fielders as well. What makes it so effective? What makes a good Gambler?

This article deals with abstract ideas, and is by no means a step-by-step walkthrough. However, such a guide cannot account for the every single situation and decision-making process in Success Mode, as every playthough will be different. Understanding the content on this page will, hopefully, help make those situational decisions easier by providing an ideology to fall back on.

--Odawali 02:46, 7 May 2008 (CDT)

Introducing Two Types of Stats and Two Modes of Training

Boost Stat

A stat you must pay the bulk of upgrade cost to boost. Often on a 255 scale.

Gamble Stat

A stat easily boosted by gambling. Often on a 7 or 15 scale.
  • For the most part, the total amount of exp points determines how far Boost Stats can be upgraded.
  • Gamble Stats, on the other hand, are controlled by the number of times gambled.
  • Boost Stats are affected by Baseball Sense more so than Gamble Stats.

Examples

Fielders:

  • Boost Stats - Power
  • Gamble Stats - Contact, Trajectory, Run Speed, Arm Strength, Fielding

Pitchers:

  • Boost Stats - Stamina, Control
  • Gamble Stats - Top Speed, Breaking Ball levels

Boost Training

Training with the intent of spending the bulk of exp points gained on a Boost Stat.
  • The amount of points is what matters. You get what you train and pay for.
  • Thus training efficiency is measured in Points Gained/Turn
  • If you skip practice, there aren't many ways to make up for it (compare with Gamble Practice below).

Examples

  • Weight Training + Hyper Recovery
  • Target Practice Chain (Often done at the end of a pitcher's Third Year)

Gamble Training

Training with the intent of gambling on the next turn.
  • The types, not amounts, of the exp points are what matter the most. Using combos, it's possible to gamble more than once per turn.
  • Thus efficiency is measured in Gambles/Turn
  • Gamble Training can/should be skipped when there is an exp point gain that enables gambling after the turn. Eg. Before games. From the perspective of boosting Gamble Stats, Gamble Training on the turn before the game is a complete waste.
  • By using these turns to date or work the player can minimize the damage of spending a turn not practicing. Boost Training on these turns is also a good option so long as it doesn't break up a Tech Training chain.

Examples

  • Swinging → Gamble on Contact next turn.
  • Squeezing → Gamble on a Breaking ball upgrade on the next turn.

Combo-gambling:

  • Pitchers: Shadow Pitching Run[1]; Shadow Pitching → Gamble on both Top Speed and a Breaking Ball level on next turn (Requires a stockpile of Mentality points)
  • Fielders: Swinging → Gamble on both Arm Strength and Fielding on next turn (Requires a stockpile of Quickness points)

General Theory

  • The difference between good and great Success Mode characters created with Save & Load Gambling are subtle differences in Power (ex 180 vs 240), Control (ex 170 vs 180), Stamina (ex 160 vs 190), all Boost Stats. The essence of Save & Load Gambling is not in Gambling itself but rather getting the Gamble Stats up quickly in order to spend more time on Boost Stats.
  • In other words, the focus should be on squeezing Gamble Training into a short stretch of the schedule and allotting as much turns possible to Boost Training.
  • Year 3 should be spent Boost Training as training gets more efficient via Champion Ring and training upgrades. cf Boost Training efficiency = Points Gained/Turn
  • Gamble Training on the other hand is not affected by the amount of points gained (exceptions apply to combo gambling) so it does not matter when you do it.
  • Thus the bulk of Gamble Training should be completed before Year 3.

In Practice

  • Trajectory, Contact, Fielding, and Top Speed are Gamble Stats but can be Gambled on after Boost Training depending on the type of practice.
  • Run Speed is best Gambled on after a Hyper Recovery with low Quickness Points (ie in Year 1 after Weight Training). Once there is a stockpile of Quickness Points, that 1 point of Quickness won't count as much and it's better to take advantage of the amassed Quickness Points for gambling on Arm Strength and Fielding in one turn.

Starting Stats vs Baseball Sense

Since fielders' stats are predominantly Gamble Stats, Poor Sense starting stats in fielders can save a lot of gambles, and by extension, turns. For example, if you get an average of +3 to Contact, Run Speed, Arm Strength, Fielding, that saves approximately 10 turns.

For pitchers, Poor Sense starting stats will add several mph to Top Speed but will offer no breaking balls (or at best a Lv1). The bonus to Gamble Stats simply is not enough to offset the disadvantages. The initial bonus for the Boost Stats, Stamina and Control, will quickly get canceled out by the high upgrade costs.

This is probably the reason Poor Sense starting stats can work out well for fielders but not for pitchers.

References

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