Save & Load Gambling Guide
From MLB Power Pros Wiki
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=Two Types of Stats, Two Modes of Practice= | =Two Types of Stats, Two Modes of Practice= | ||
==Boost Stat== | ==Boost Stat== | ||
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==Gamble Stat== | ==Gamble Stat== | ||
A stat easily boosted by gambling. Often on a 7 or 15 scale. | A stat easily boosted by gambling. Often on a 7 or 15 scale. | ||
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+ | *For the most part, the '''total amount of exp points''' determine 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=== | ===Examples=== | ||
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*Boost Stats - Stamina, Control | *Boost Stats - Stamina, Control | ||
*Gamble Stats - Top Speed, Breaking Ball levels | *Gamble Stats - Top Speed, Breaking Ball levels | ||
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==Boost Practice== | ==Boost Practice== | ||
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*Thus efficiency is measured in: '''Gambles/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. | *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. | + | *Thus by using these turns to date or work the player can minimize the damage of spending a turn not practicing. A Boost Practice on these turns is also a good option so long as it doesn't break up a Tech Practice chain. |
===Examples=== | ===Examples=== | ||
*Pitchers: [http://www.glenridgeposse.com/mlbpp/viewtopic.php?t=101 Shadow Pitching Run]; Shadow Pitching -> Gamble on both Top Speed and a Breaking Ball level on next turn (Requires a stockpile of Mentality points) | *Pitchers: [http://www.glenridgeposse.com/mlbpp/viewtopic.php?t=101 Shadow Pitching Run]; Shadow Pitching -> Gamble on both Top Speed and a Breaking Ball level on next turn (Requires a stockpile of Mentality points) | ||
*Fielders: Batting Practice -> Gamble on both ARM and FLD on next turn (Requires a stockpile of Quickness points) | *Fielders: Batting Practice -> Gamble on both ARM and FLD on next turn (Requires a stockpile of Quickness points) |
Revision as of 12:50, 5 March 2008
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.
- For the most part, the total amount of exp points determine 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 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. A Boost Practice on these turns is also a good option so long as it doesn't break up a Tech Practice chain.
Examples
- Pitchers: Shadow Pitching Run; Shadow Pitching -> Gamble on both Top Speed and a Breaking Ball level on next turn (Requires a stockpile of Mentality points)
- Fielders: Batting Practice -> Gamble on both ARM and FLD on next turn (Requires a stockpile of Quickness points)