Success Mode 2007 Training Menu

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(Tables)
(Original Pitch)
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!colspan="5"|Pitch Parameters
!colspan="5"|Pitch Parameters
|-
|-
-
|width="80"| Late Life
+
|width="80"| Init Speed
-
|width="80"| Srp Brk
+
|width="80"| Spd Retain
|width="80"| V.Movement
|width="80"| V.Movement
|width="80"| H.Movement
|width="80"| H.Movement
-
|width="80"| Velocity
+
|width="80"| Srp Brk
|-
|-
!style="text-align: left;"|Less slowdown!
!style="text-align: left;"|Less slowdown!
 +
|style="color: blue;" | +2
|style="color: blue;" | +1  
|style="color: blue;" | +1  
-
| 0
 
|style="color: red;" | -1
|style="color: red;" | -1
|style="color: red;" | -1
|style="color: red;" | -1
-
|style="color: blue;" | +2
+
| 0
|-
|-
!style="text-align: left;"|A sharper pitch!
!style="text-align: left;"|A sharper pitch!
| 0
| 0
-
|style="color: blue;" | +1
 
| 0
| 0
-
|style="color: red;" | -1
 
| 0
| 0
 +
|style="color: red;" | -1
 +
|style="color: blue;" | +1
|-
|-
!style="text-align: left;"|A stronger changeup!
!style="text-align: left;"|A stronger changeup!
 +
|style="color: blue;" |+4
 +
|style="color: red;" | -2
 +
|style="color: blue;" |+1
|style="color: red;" | -1
|style="color: red;" | -1
| 0
| 0
-
| 0
 
-
|style="color: blue;" |+3
 
-
|style="color: red;" | -1
 
|-
|-
!style="text-align: left;"|A better slow ball!
!style="text-align: left;"|A better slow ball!
-
|style="color: red;" | -1
+
|style="color: red;" | -7
|style="color: red;" | -1
|style="color: red;" | -1
|style="color: blue;" |+1
|style="color: blue;" |+1
|style="color: blue;" |+1
|style="color: blue;" |+1
-
|style="color: red;" | -7
+
|style="color: red;" | -1
|-
|-
!style="text-align: left;"|A better breaking ball!
!style="text-align: left;"|A better breaking ball!
-
|style="color: red;" | -2
 
-
| 0
 
-
|style="color: blue;" |+1
 
|style="color: red;" | -1
|style="color: red;" | -1
-
|style="color: blue;" |+4
+
|style="color: red;" | -1
 +
| 0
 +
|style="color: blue;" |+3
 +
| 0
|}
|}

Revision as of 07:29, 2 May 2008

Contents

Tables

Dr Goodjob

Fielders

FateCard Operation Stats Exp Points
TRJ CON PWR SPD ARM FLD ERES Str Tec Qck Men
Yes Success +20 +1 ? ? ? ?
Failure -?? -? ? ? ? ?
Challenge Success +1 +1 +30 +1 +1 +1 +1 ? ? ? ?
Failure -? -? -?? -? -? -? -? ? ? ? ?

Pitchers

FateCard Operation Stats Exp Points
TSPD STAM CTRL Str Tec Brk Men
Yes Success ? ? ? ? ? ? ?
Failure ? ? ? ? ? ? ?
Challenge Success +3mph +20 +15 +40 +20 +100 +60
Failure -3mph -20 -15 -? -30 -60 -50

Original Pitch

Modification Choice Late Life Sharpness of Break Vertical Movement Horizontal Movement Velocity
0~4 0~7 0~30 0~30 −30~0
Less slowdown! +1 0 -1 -1 +2
A sharper pitch! 0 +1 0 -1 0
A stronger changeup! -1 0 0 +3 -1
A better slow ball! -1 -1 +1 +1 -7
A better breaking ball! -2 0 1 -1 +4
Modification Choice Pitch Parameters
Init Speed Spd Retain V.Movement H.Movement Srp Brk
Less slowdown! +2 +1 -1 -1 0
A sharper pitch! 0 0 0 -1 +1
A stronger changeup! +4 -2 +1 -1 0
A better slow ball! -7 -1 +1 +1 -1
A better breaking ball! -1 -1 0 +3 0

Starting Stats

Skill Health Stats
Good Sense G
Worldly F
  
Clumsiness Laziness / Timidity
Loner Tooth Decay / Insomnia E
Poor Sense D
+5
+2
±0
-1
-3
-5

Logging Template

EXP
Str 0+1
Qck 0
Tec 0+12
Brk 0+13
Men 0+7
Training
Str Qck Tec Brk Men
0+1 0 0+12 0+13 0+7
Gamble
Required Str Qck Tec Brk Men
36 10

Acquiring Abilities Efficiently

0-Turn Acquisition

Best way to acquire abilities

  • Acquisition though Random Events, including using books acquired through RE.
  • Unlocking from Baseball gear

1-Turn Acquisition

Fair trade

  • Dating or working one turn for an ability
  • Training one turn, gamble on the next for an ability
  • Secrets of Hitting/Pitching book via completing Professor's Homework or going on a Holiday date

2+Turn Acquisition

Generally should be avoided

  • Practicing more than one turn to gamble on an ability
  • Girlfriend arcs

Half-Turn Acquisition

Won't happen often but very efficient

  • Get two (or more) abilities on one date. Ex. Annie / Amusement Park / Challenge on Year 3 Valentine's to get Rally Hitter (Gyroball) + SoH (SoP) book.
  • Any combination of a 1-Turn Acquisition and RE.
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