Save & Load Gambling Guide
From MLB Power Pros Wiki
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(New page: =Two Modes of Stats, Two Modes of Practice= ==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...) |
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- | =Two | + | =Two Types of Stats, Two Modes of Practice= |
==Boost Stat== | ==Boost Stat== | ||
A stat you must pay the bulk of upgrade cost to boost. Often on a 255 scale. | A stat you must pay the bulk of upgrade cost to boost. Often on a 255 scale. | ||
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*The '''amount''' of points is what matters. You get what you train and pay for. | *The '''amount''' of points is what matters. You get what you train and pay for. | ||
*Thus practice efficiency is measured in: '''Points Gained/Turn''' | *Thus practice efficiency is measured in: '''Points Gained/Turn''' | ||
- | *If you skip practice, there aren't many ways to make up for it (compare with below). | + | *If you skip practice, there aren't many ways to make up for it (compare with Gamble Practice below). |
===Examples=== | ===Examples=== | ||
*Weight Training and Hyper Recovery | *Weight Training and Hyper Recovery |
Revision as of 05:56, 5 March 2008
Contents |
Two Types of Stats, Two Modes of Practice
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.
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 Practice
Practicing 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 practice 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 and Hyper Recovery
- Target Practice Chain (Often done at the end of a pitcher's Third Year)
Gamble Practice
Practicing 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 Practice 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, a Gamble Practice on the turn before the game is a complete waste.
- Thus by using these turns to date or work the player can minimize the damage of spending a turn not practicing.
Examples
- Pitchers: Shadow Pitching Run
- Fielders: Batting Practice -> Gamble on both ARM and FLD on next turn(Requires a stockpile of Quickness points)