Leveling

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All players begin their careers at level 1. Players can reach higher levels in one of two ways: Boosting and Gaining Experience (XP). With boosting, agents pay Flex Points to raise their player's level. Flex point costs vary by position, from 100 to 300 per level increase. Agents can boost their players up to 3 times per season until the player is over 281 days old. Players gain XP nightly and by playing in games. Once a player reaches 1000 XP, he levels up. Generally strategy is to boost late in the season for the first two seasons (in order to maximize training benefits), and many players boost from level 22 to 25 if possible in order to start acquiring VAs.

Contents

[edit] Skill Points

Skill points are points awarded to your player in order to improve their skills. You gain 5 skill points every time you level up through experience, and 6 skill points when through boosting. You can also purchase skill points with bonus tokens at the cost of 1 skill point for 15 bonus tokens. You can put your skill points wherever you want. When spending skill points if you put your cursor over the name (such as strength), it will give a brief description of the attribute and how it helps your player depending on the players position.

[edit] What are the maximum levels/points my player can reach?

Attributes are unlimited, while Special Abilities can go to 10. Some players will be able to surpass these amounts naturally or through equipment bonuses. As you increase an attribute or special ability, however, the associated skill point cost also increases. Player Level is capped at level 79.

[edit] How do I gain experience points (XP)? When do I level up?

You gain experience points (XP) every regular season day for training, and additional XP for participating in games. When your XP reaches 1000, you will level up and get some additional skill points to spend. The higher you get in level, the less XP you will get for training and playing. Level 1 players will usually level up after a game or two. Note: you do not gain XP for playing in scrimmage or playoff games (although you will receive daily XP during the postseason.

[edit] Rolling Maximum Level Cap

Players stop receiving experience points (XP) once they hit the “rolling maximum level cap”. In addition to the end of XP, players are also unable to level up after reaching this cap.

This level cap is based on the number of times a player has boosted. The maximum number of boosts possible is 30. These boosts are available upon creation, during seasons 1-7, preseason of the player's 8th season, and plateau boosts, when a player reaches 281 days of age.

The level caps are based off of this maximum and are as follows:

30 boosts - Level 79
29 boosts - Level 78
28 boosts - Level 77
27 boosts - Level 76
26 boosts - Level 75
25 boosts - Level 74
24 boosts - Level 73
23 boosts - Level 72
22 boosts - Level 71
21 boosts - Level 70
20 boosts - Level 69
19 boosts - Level 68
18 boosts - Level 67
17 boosts - Level 66
16 boosts - Level 65
15 boosts - Level 64
14 boosts - Level 63
13 boosts - Level 62
12 boosts - Level 61
11 boosts and under - Level 60

[edit] What are ability softcaps? What is the value of each softcap?

  • Player Attributes cost more skill points as they get higher in value.
  • The points at which an attribute costs more points is referred to as softcaps.
  • The first softcap is reached when a player has 48.07 of a given attribute, then it costs 2 skill points to add to that attribute instead of 1.
  • Only the actual attribute without equipment counts towards the softcap.
  • The softcaps are the same for every attribute and position.



SP Per Attr. Min Attr. Value Max Attr. Value
1 00.00 48.06
2 48.07 60.51
3 60.52 67.97
4 67.98 73.24
5 73.25 77.28
6 77.29 80.53
7 80.54 83.25
8 83.26 85.58
9 85.59 87.60
10 87.61 89.40
11 89.41 91.01
12 91.02 92.46
13 92.47 93.79
14 93.80 95.00
15 95.01 96.13
16 96.14 97.18
17 97.19 98.15
18 98.16 99.06
19 99.07 99.92
20 99.93 100.73
21 100.74 101.50
22 101.51 102.23
23 102.24 102.92
24 102.93 103.58
25 103.59 104.21
26 104.22 104.81
27 104.82 105.39
28 105.40 105.94
29 105.95 106.47
30 106.48 106.98


NOTE: The numbers above refer only to the natural value of each attribute. Be sure to subtract equipment bonuses before doing your calculations.

NOTE: The numbers above refer to the value of the attribute prior to the application of Skill Points. for example, if a skill is at 48.07 it takes 2 Skill Points to raise it to 49.07... but if it's at 48.06, it only takes 1SP to go to 49.06.

[edit] Typical Leveling Timeline for a Player


Level Equipment
Level 1 Buy level 1 Equipment, buy custom equipment, Perform a level 1 upgrade to a piece of AEQ
Level 8 Upgrade Custom Equipment with a Skill Tree Bonus. Second Upgrade to Normal and AEQ Allowed
Level 16 Third Upgrade to Normal and AEQ allowed. Game XP drops to 500 XP per game
Level 22 Auto-Leveling Decreases to 1.5 for Primary Skills and .75 for Secondary Skills
Level 24 Fourth Upgrade to Normal and AEQ is allowed.
Level 25 Player Acquires 2 Vet Points and Begins to Earn 150 Veteran XP per day
Level 30Auto-Leveling Decreases to 1.125 for Primary Skills and 0.5625 for Secondary Skills. Veteran XP increases to 250 XP per day
Level 32Fifth Upgrade to Normal and AEQ allowed. Game XP drops to 375 XP per game
Level 35Veteran XP increases to 300 XP per day
Level 38 Auto-Leveling Decreases to 0.84375 for Primary Skills and 0.421875 for Secondary Skills
Level 40 Sixth Upgrade to Normal and AEQ is Allowed. Veteran XP increases to 325 XP per day
Level 41 Daily XP bottoms out at 25 XP per day
Level 48 Seventh Upgrade to Normal and AEQ is Allowed
Level 53Game XP drops to 250 XP per game
Level 56 Eighth Upgrade to Normal and AEQ is Allowed
Level 64 Ninth Upgrade to Normal and AEQ is Allowed
Level 69Game XP bottoms out at 125 XP per game
Level 72 Tenth (Final) Upgrade to Normal and AEQ is Allowed

[edit] Automatic Level Gains

Commonly referred to as ALG's, Automatic Level Gains are simply attribute gains that a player receives to their primary, and secondary attributes each time it levels up. ALGs vary by position, and by archetype. For example: Player A has strength of 52 and is level 22. When he hits his next level that strength attribute will raise to 52.50 (not actual numbers).

[edit] How are ALGs Calculated?

    • Up to level 21, he is given 2 points split amongst all of his major attributes, and 1 point split amongst his minor skills.
    • At level 22, this decreases to 1.5 points split amongst the major attributes, and 0.75 points split amongst the minor attributes.
    • At level 30, this decreases to 1.125 points split amongst the major attributes, and 0.5625 points split amongst the minor attributes.
    • After level 38, this decreases to 0.84375 points split amongst the major attributes, and 0.421875 points split amongst the minor attributes.
  • These points are added to your players attributes without regard for softcaps. A popular player build strategy is to get attributes above softcaps so that automatic attribute gains are maximized.

[edit] Why are ALG's important?

It is important to cap your attributes as soon as possible. ALGs are not treated like a skill point (SP), they are treated as an actual point towards your attributes. For example, with strength of 52, the attribute would rise .50 no matter how high it is. If it was at 25 it would go to 25.5, if it was at 85 it would go to 85.5. Gaining .5 on an attribute that is at 85 is worth a lot more than gaining .5 on an attribute that is still at the 1 skill point (SP) per point stage.

[edit] How do I best take advantage of ALG's?

Increasing your major attributes first, giving you higher value ALGs earlier, increases the efficiency and value of the gains for your player's build.

[edit] How are boosting and ALG's related?

When you are going to boost, pay attention to your attribute levels. Sometimes boosting 3 times in a row will result in the ALGs pushing your attribute past the next cap (where it now costs more SPs to raise an attribute 1). If it is a particular attribute that you are still raising with skill points, then it may be more favorable to boost only once or twice before applying your gained skill points. You should consider boosting only the number of times that, with ALGs, will put you right before the cap. Remember, each skill point you save will add up, making a worthwhile difference in the end.

[edit] Value of Attribute Increases (Rounded to the Hundredth Decimal Place)

L1-21 L22-29 L30-37 L38+
3 Majors +0.67 +0.50 +0.38 +0.28
4 Majors +0.50 +0.38 +0.28 +0.21
5 Majors +0.40 +0.30 +0.23 +0.17
3 Minors +0.33 +0.25 +0.19 +0.14
4 Minors +0.25 +0.19 +0.14 +0.11

[edit] Listing of Offensive Skill Position Majors/Minors

Note: Generic Positions are for pre-archetype players only.

major level increases are in green. minor level increases are in yellow. no increases are not colored.
QB HB FB WR TE
Strength Blocking Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting Confidence Punting
QB Pocket Passer QB Deep Passer QB Scrambler
Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting
HB Power HB Elusive HB Scat Back HB Combo
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting
FB Running FB Blocking FB Scat Back FB Combo
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting
WR Speedster WR Possession WR Power
Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting
TE Blocker TE Power TE Receiver TE Combo
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting

[edit] Listing of Linemen (O-Line and D-Line) Majors/Minors

Note: Generic Positions are for pre-archetype players only.

major level increases are in green. minor level increases are in yellow. no increases are not colored.
OC OG OT DT DE
Strength Blocking Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting Confidence Punting
Pass Blocking OL Run Blocking OL Strength DL Speed DL Combo DL
Strength Blocking Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting Confidence Punting

[edit] Listing of Defensive Skill Position Majors/Minors

Note: Generic Positions are for pre-archetype players only.

major level increases are in green. minor level increases are in yellow. no increases are not colored.
LB CB SS FS
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting
Coverage LB Blitzing LB Hard Hitting LB Combo LB
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting
Man Specialist Zone Specialist Hard Hitter Combo Secondary
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting

[edit] Listing of Special Team Position Major/Minors

Note: Generic Positions are for pre-archetype players only.

major level increases are in green. minor level increases are in yellow. no increases are not colored.
K P
Strength Blocking Strength Blocking
Speed Tackling Speed Tackling
Agility Throwing Agility Throwing
Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking
Confidence Punting Confidence Punting
K Boomer K Technician P Boomer P Technician
Strength Blocking Strength Blocking Strength Blocking Strength Blocking
Speed Tackling Speed Tackling Speed Tackling Speed Tackling
Agility Throwing Agility Throwing Agility Throwing Agility Throwing
Jumping Catching Jumping Catching Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking Vision Kicking Vision Kicking
Confidence Punting Confidence Punting Confidence Punting Confidence Punting
STOP Returner
Strength Blocking Strength Blocking
Speed Tackling Speed Tackling
Agility Throwing Agility Throwing
Jumping Catching Jumping Catching
Stamina Carrying Stamina Carrying
Vision Kicking Vision Kicking
Confidence Punting Confidence Punting


[edit] Equipment Upgrades

Normal equipment is purchased with the existing level 1 upgrade. Advanced equipment does not include this level 1 upgrade. It can be purchased for 24 bonus tokens.

After level 1, when a player reaches a level that is a multiple of 8, he is able to upgrade his normal equipment as well as any advanced equipment he may own. Additionally, once a player reaches level 8, he is able to upgrade his custom equipment with a +1 bonus to each Special Ability in one of the player's specific Special Ability trees.

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