
Originally Posted by
Kwal
I don’t know why my main post is gone, but okay.
I have never played the first TE versions so I don’t really know how things worked there.
From what I understand we have different definition of a skill point. For me it’s when any skill gains a %. You are mentioning a SP being 4%? Anyway it is correct that you can’t get the exact formulas.
I believe that the problem isn’t the hidden xp, but that we only get to see the rounded numbers. Therefore it isn’t possible to get the exact formulas, but you can get very close by logging the progress of multiple players with the same Tier and age. Once you take the average from like 10 players you can get very close.
After we’ve got an almost accurate skill point (read 1%) gain per condition loss (CL) for all the circumstances (age, average drill %, tier) there is still the randomness of the CL per training. In Example: if you train sets of 6x Press The Play (base 18 CL), the CL for each training can differ from 15 until 21. This randomness will be impossible to tackle in a formula, but we should take the best average here. This can either be the base average of 18% or the average of like 10 players over multiple of trainings. I’m logging 2 players with PTP and the 1st has an average of 17,93% CL per 6xPTP over 28 trainings. The 2nd an average of 17,77% CL over 31 trainings. The small difference with the base CL of 18, will probably be narrowed down if we log more players.
Concluding: It will be impossible to get the exact formulas for these matters, but by using the semi-accurate averages we’ve logged we can get very close and it will give a pretty good estimation of the condition (green packs) needed to train a player.
About recognizing a Fast Trainer (FT):
Training a SA or NP to recognize a FT is possibly inaccurate. I’ve done some tests and found that the SA and NP are both influenced by the current average drill %. Therefor it might give a different result depending on the average drill % of the drill you are using.
If you know the Tier of a player, he will always be the same kind of player (they all train at the same speed). The Tier of a player can be known by the relation of his current value, his age, his average overall skill % and the club level.
According to my logs at a Club level 12 and a player of 55% average the values are the following:
Tier 1:38.2M
Tier 2: 37.4M
Tier 3:36.6M
Tier 4:35.8M
As you can see the value difference is approximately 0.8M per Tier. Now we know that every Tier has the same ratio, we can use this in a formula. Once we figure out the Formula for the value of the Tier 1 players, we can easily get them for all the other Tiers.