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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Tue Jun 10, 2008 8:39 pm 
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I always get Dr K from SoP.

I think $350 is a waste of money for one ability (via the glove)

You either use up two days working, or you can use only one day to study the professor's homework.


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Tue Jun 10, 2008 9:25 pm 
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But you also get FB Life 4 from the glove. Two turns for two abilities, works for me.

Plus, if you sell the glove afterwards to get the money back, it's more like one turn working.

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Tue Jun 10, 2008 9:42 pm 
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If we're talking about maxing out character with save/loading, Ladies Man rating serves virtually no purpose. You can S/L for good sense in events or just s/l to roll a character with it.

I generally just s/l surprise bags for the $500 book, or events that give money/items instead of working alot, and just spend most of the game practicing.

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Tue Jun 10, 2008 11:20 pm 
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odawali wrote:
But you also get FB Life 4 from the glove. Two turns for two abilities, works for me.

Plus, if you sell the glove afterwards to get the money back, it's more like one turn working.


I guess these are similar strategies.

However, if you save reload gamble etc. enough, you can workout and get the homework. Gamble for an ability. Do the homework, get the book, and also get a random event (on the same day) that gives you stats that you can gamble for. Because the professor shows up on top of a random event rather than instead of. (on the second event)

Therefore giving you three abilities and saving the $100 or whatever the difference is in buying/selling the glove.

The glove route is a little easier though.


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Tue Jun 10, 2008 11:24 pm 
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It's also less time consuming when you consider the time it would take to gamble for the abilities themselves, as even with 33% it can take 15 minutes of save loading for a single skill(if you're unlucky).


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 6:39 am 
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ohh, i didn't realize that the dr. k glove worked like that. :shock:

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Ride him like a rented mule!

They were on you like a bunch of spider monkeys

Wear um like a cheap suit

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 8:18 am 
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FINALLY! Got my A stamina pitcher!

It took Soles of Angels and the Pitching Heart to put me over the top. But I got it! Woohoo!

http://www.mlbppworld.com/wiki/index.php?title=Custom_Players:Jamal_King

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maccrash21 wrote:
a lot of classical music is completely sterile cut-and-pasted Sweet Lines with 0 emotional heft.

Expansion Mode Challenge!
2008 Real-Life players from Success Mode - Please assist if you have the time!!
Older/dead logs:
Let the Fielders pitch! New log
MLB Life Mode log - OF Ryan Evert, Athletics
Honolulu Heroes Season Log - real-life players join a scrub team! Find out how they do in the AL West!


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 11:05 am 
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Another quick pitcher question: does anyone else always have like 300-400 extra Mentality points at the end of character creation? I was all out of other points, so all I could do was buy 'Poise' and 'Battler', and still had 100+ left over. Maybe it's all the studying I did, or just the Random Events...I did have lv4 bookworm, after all.

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maccrash21 wrote:
a lot of classical music is completely sterile cut-and-pasted Sweet Lines with 0 emotional heft.

Expansion Mode Challenge!
2008 Real-Life players from Success Mode - Please assist if you have the time!!
Older/dead logs:
Let the Fielders pitch! New log
MLB Life Mode log - OF Ryan Evert, Athletics
Honolulu Heroes Season Log - real-life players join a scrub team! Find out how they do in the AL West!


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 11:27 am 
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Probably a result of the massive strength machine training you did (or throwing).

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 11:28 am 
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Alloutwar wrote:
Another quick pitcher question: does anyone else always have like 300-400 extra Mentality points at the end of character creation? I was all out of other points, so all I could do was buy 'Poise' and 'Battler', and still had 100+ left over. Maybe it's all the studying I did, or just the Random Events...I did have lv4 bookworm, after all.


Yeah, I always have a bunch of mentality left over on all my characters.


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 2:42 pm 
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Yup it happens.


Last edited by calislim on Wed Jun 11, 2008 5:46 pm, edited 1 time in total.

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 4:46 pm 
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MrWelz wrote:
I guess these are similar strategies.

However, if you save reload gamble etc. enough, you can workout and get the homework. Gamble for an ability. Do the homework, get the book, and also get a random event (on the same day) that gives you stats that you can gamble for. Because the professor shows up on top of a random event rather than instead of. (on the second event)

Therefore giving you three abilities and saving the $100 or whatever the difference is in buying/selling the glove.

The glove route is a little easier though.


The RE is kind of a moot point because theoretically I could do the same thing after work. That would make it three in one as well. And actually, if you align the weeks you get 4 in the same span via the glove route. Comparing best case scenarios:

SoP Route
Some Week
Command: Train
RE: Get homework from Professor
Gamble for Ability (1)

Week before HW deadline
Command: Study
RE: Get Ability(2) via some event
Hand in HW, get SoP
Use SoP for Ability (3)

Summary
3 abilities, improved bookworm rating / 2 turns

Glove Route
Some Week
Command: Work
RE: Get Ability(1) via some event

Another Week
Command: Work
RE: Get Ability(2) via some event
Buy glove & unlock 2 abilities (4)

Summary
4 abilities, extra cash, improved money man rating / 2 turns

So...You spend two turns in each scenario, but you get more abilities as well as more cash (left over from selling glove) over the same span going by the glove route. The advantage to the SoP route is the bookworm rating, but with the MT Necklace and Graduate's Charm, you reach Lv4 early in Year 2 anyway.

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 4:51 pm 
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Alloutwar wrote:
Another quick pitcher question: does anyone else always have like 300-400 extra Mentality points at the end of character creation? I was all out of other points, so all I could do was buy 'Poise' and 'Battler', and still had 100+ left over. Maybe it's all the studying I did, or just the Random Events...I did have lv4 bookworm, after all.


Probably because you didn't upgrade control much. Control gets very expensive past 160-170, so you'll spend those mentality points in no time.

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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 5:50 pm 
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Favorite Team: Cubs
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odawali wrote:
MrWelz wrote:
I guess these are similar strategies.

However, if you save reload gamble etc. enough, you can workout and get the homework. Gamble for an ability. Do the homework, get the book, and also get a random event (on the same day) that gives you stats that you can gamble for. Because the professor shows up on top of a random event rather than instead of. (on the second event)

Therefore giving you three abilities and saving the $100 or whatever the difference is in buying/selling the glove.

The glove route is a little easier though.


The RE is kind of a moot point because theoretically I could do the same thing after work. That would make it three in one as well. And actually, if you align the weeks you get 4 in the same span via the glove route. Comparing best case scenarios:

SoP Route
Some Week
Command: Train
RE: Get homework from Professor
Gamble for Ability (1)

Week before HW deadline
Command: Study
RE: Get Ability(2) via some event
Hand in HW, get SoP
Use SoP for Ability (3)

Summary
3 abilities, improved bookworm rating / 2 turns

Glove Route
Some Week
Command: Work
RE: Get Ability(1) via some event

Another Week
Command: Work
RE: Get Ability(2) via some event
Buy glove & unlock 2 abilities (4)

Summary
4 abilities, extra cash, improved money man rating / 2 turns

So...You spend two turns in each scenario, but you get more abilities as well as more cash (left over from selling glove) over the same span going by the glove route. The advantage to the SoP route is the bookworm rating, but with the MT Necklace and Graduate's Charm, you reach Lv4 early in Year 2 anyway.


However....... :lol:

I don't like to work!

How many turns does it take to gain enough money man rating to be able to learn the abilities, or see them?


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 Post subject: Re: Starting Pitchers - A Stamina? How?
PostPosted: Wed Jun 11, 2008 7:25 pm 
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Console '08: Don't Own
sorry to get off topic here. but what does SoP mean? :?

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Boydisms(lacrosse coach)
Come on! My boys are getting malested out there

Ride him like a rented mule!

They were on you like a bunch of spider monkeys

Wear um like a cheap suit

When life gives you a crap sandwich you gotta say pass the mayonaise i'm takin it.


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