The Attribute Leg

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Contents


[edit] Cap Building

Cap Building, described here, is a method by which we get attributes to certain caps. The first tenet is that attributes are the first step to a successful build. Why you may ask? We have deciphered that Special Abilities give percentage gains to attributes. If you spend your skill points on Special Abilities, but don't have the raw attributes, then adding a percentage won't help. Take, as purely a speculative example, that 1 Quick Cut gets you 5% bonus to agility (not necessarily true, just as an example). Well, for agility at 30, the bonus is a mere 1.5 agility. For agility at 80, the bonus is now a sizable 4. So we want our attributes to be high so that when we add to Special Abilities later, we get more benefit. Hence our first tenet: attributes are more important than special abilities early in a player's career.

Our second tenet is that primary attributes need to be set earlier and to higher values than secondary attributes. Each build has a couple of very very important attributes: we call those primary attributes. Other very useful but not super-important attributes are called secondary attributes. Do not confuse these with minor/major attributes, which are seen in Leveling. In fact, it is that page that we must look to find why the tenet is so important. Let's take the example of strength for a center. It gets +1 when you level up. If your current strength is 25, that +1 is worth 1 Skill Point, because it costs 1 SP to go from 25 to 26 in strength. If your current strength is 75, it costs a whopping 5 Skill Points. This is why we need to cap primary attributes early. Hence, our second tenet: primary attributes need to be set to higher caps before secondary attributes.

So, we will add SP only to attributes, primary attributes first, until we decide not to add an skill point to an attribute ever again. By the end of each training regimen, you will be at the point in your build where spending a skill point on an attribute is undesirable. That point is the end of the Attribute Leg.

[edit] Terminology and Format

Disclaimer: With the intense training changes, these legs need to be rewritten.

In this guide, we will use some veteran terms and a rigorous structure to describe how we would build our players at each position. Please use the Table of Contents to the right to select the position you want to look for. Our terminology is as follows:

xCap <-- Described in Ability Softcaps, it is the largest value of an attribute for which x SPs can be spent to add 1 to that attribute. In particular:

  • 1cap = 48.06
  • 2cap = 61.51
  • 3cap = 67.97
  • 4cap = 73.24
  • 5cap = 77.28

xCap Attribute1 <-- Get Attribute1 to the xCap. If you are not also currently training Attribute1, then feel free to spend your skill points once you get them to get Attribute1 to the xCap. If you are training Attribute1, DO NOT spend your skill points as they come; wait (read Slowbuilding for more details) until you can spend the skill points in one shot.

Train Attribute1/Attribute2 <-- train that attribute pair on intense training and do not change that training schedule until the next Train command

We use the format (accredited to Hate Sighed) of training followed by caps until a cap prevents us from training (because at that point generally training is less useful). So training is bulleted and caps are numbered. For any questions, go to the FAQ forum.

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