Power Pros Forum
https://www.mlbppworld.com/

Power alotment
https://www.mlbppworld.com/viewtopic.php?f=4&t=35
Page 1 of 4

Author:  ccny [ Sun Jan 27, 2008 11:46 am ]
Post subject:  Power alotment

For hitters this is the table for Power:

A - 180 +
B - 140 to 179
C - 120 to 139
D - 100 to 119
E - 85 to 99

please note, there is a tremendous difference in Power of 200 vs Power 180. if you are going for a true power hitter, don't stop at 180. for example, Ryan Howard is over 240.

Author:  mrsims31 [ Mon Jan 28, 2008 5:43 am ]
Post subject: 

Is it a waste after a certain point? The power of the created player I made is 189 and he jacks homeruns like crazy (probably due to his abilities like slugger, power hitter, etc). Have you noticed any point to where it might be overkill?

Author:  ccny [ Mon Jan 28, 2008 1:22 pm ]
Post subject: 

you can definitely still hit homers with power 180 but power over 200 seems to really help me. lot of factors come into play such as motivation, ballpark, lock on setting, etc. i really notice a difference when lock on is zero or one. with the extra power, i don't have to be quite as exact with the cursor. also, i use Panpaca as my home park in season mode. hitting a HR over the Lucky Pocket can be really tough.

Author:  MaxDSterling [ Mon Jan 28, 2008 6:15 pm ]
Post subject: 

because of lock-on in success mode, once you get out and place this char in season mode, you'll find the power stat + contact stat become important for hitting homers (esp if you place it on normal/expert for more realism).

No use jacking 4 traj and 220 power if con is poor...

Author:  ccny [ Mon Jan 28, 2008 9:57 pm ]
Post subject: 

also have to add that the clutch ability is sooo important especially if the character is hitting behind a fast guy who can get on base and steal second on command. makes the cursor even larger.

when picking players for season mode draft, i like to pick guys with good clutch ability to bat third behind speedy guys for this reason.

Author:  J-Gao [ Wed Feb 06, 2008 9:13 pm ]
Post subject: 

What about other abilities/stats?

I realize contact, speed, fielding, error resistance, and arm strength all follow the same scale and trajectory is obvious, as well as top speed, but what about control and stamina? I can't remember, but I do recall that one is similar to power, while the other is like contact.

Author:  MaxDSterling [ Wed Feb 06, 2008 10:32 pm ]
Post subject: 

Top speed is how fast your 4 seam fastball can be hurled.
Stamina is how long you can take pitching
Control is how accurate you are in making those pitch locations.

By costs:
Stam ~ power
Control ~ contact

However, they don't perform the same things :D

Author:  J-Gao [ Wed Feb 06, 2008 10:37 pm ]
Post subject: 

ok, thanks.

So, by this standard, I will conclude that Control is easier to increase. (Power is the hardest hitting stat for me). That's good, it'll be easier to make relievers.

How many points does it require to upgrade the top speed?
What about for Control?

And, for that matter, all the other stats hitting and pitching. I think someone should post this info on the wiki. (ignore gd and pr sense)

Unfortunately, I think that many of the stats get progressively harder to increase, but there must be some pattern.

Author:  MaxDSterling [ Wed Feb 06, 2008 10:44 pm ]
Post subject: 

Been working on that, but then I realized that there was a difference when having Good Sense, Poor Sense and being a Pitcher or Fielder for each category.

Obviously, Good Sense lowers costs, Poor Sense raises them.

For a Pitcher, Fielder abilities cost more, and vice-versa. I'm not sure if the 3rd category is changed, I haven't gone back to check yet.

Author:  J-Gao [ Wed Feb 06, 2008 10:52 pm ]
Post subject: 

if you separate, it should make it easier.

I think you should ignore gd and pr sense. Personally, I don't think either makes a big difference because of the initial stats - pr sense players start off with much better stats (my best player had pr sense - same with Mr.Sims's).

Author:  jesse100190 [ Thu Feb 07, 2008 4:38 pm ]
Post subject: 

use manual upgrade i do everything except power

Author:  ccny [ Thu Feb 07, 2008 7:51 pm ]
Post subject: 

i tried keeping track of the costs but it got too complex. the costs change as you increase that ability and i kept losing track as i improved my player. not only that, i never increased top speed without gambling so the cost wasn't that much of an issue. :)

by the end, my character was 100 MPH with gyro and level 6 on knuckler and knuckle change. didn't go for level 7 cause control of the strike zone actually became an issue. also got just about every blue category possible. the knuckler is devastating. through season 2 and 3, including the champion rings games, my guy only gave up one run. we also won the all star game with a shutout. love me that knuckler.

Author:  J-Gao [ Thu Feb 07, 2008 8:09 pm ]
Post subject: 

I selected Auto upgrade, it didn't seem to do anything. I still manually boosted the abilities. Is it supposed to do something else?

Yeah, I haven't used the gambling ring with a pitcher yet, i suppose it would him a lot better - my hitter with a gambling ring has almost all A's, except an E in power, and B in arm strength, for a 2B/CF. I'll post him this weekend.

My best pitcher so far (no ring) has an 86 top speed and C and B. He has eight different pitches though, at 1's and 2's - 4SFB, 2SFB, SLD, H-LD, PALM, CHG, KNCB, CB. I love him, the pitch selection looks wicked cool.

Author:  jesse100190 [ Thu Feb 07, 2008 9:03 pm ]
Post subject: 

i had a forkball screwball and a knucklecurve still didnt help

Author:  J-Gao [ Thu Feb 07, 2008 9:10 pm ]
Post subject: 

i know, all the pitches seem like a waste of the points I should have used on increasing top speed - I also have quite a few abilities. This was done before I became an O.M. (original member) of this board.

Page 1 of 4 All times are UTC - 5 hours [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/