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 Post subject: Re: a guide to creating Life players
PostPosted: Thu Jan 01, 2009 4:40 pm 
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Location: In front of my computer, drafting an FF league
Favorite Team: Pirates
Console '07: Nintendo Wii
Console '08: Wii and DS
I just realized something. Here is the best possible combination for CTRL, since we haven't done pitchers yet.
Rd. 1 Control Specialist (140)
Amazing Control (+20)
Pinpoint Accuracy (+30)
Ugly Dude (+10)
Total=200
The TOP SPD and STAM are exactly the same as they would be if you just upgraded with abilities and not stats.
Also, by my count, the fastest TOP SPD you can have is 95 MPH, and the highest STAM is only 145. Could somebody please check this?


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 Post subject: Re: a guide to creating Life players
PostPosted: Thu Jan 01, 2009 4:57 pm 
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Confirmed.

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 Post subject: Re: a guide to creating Life players
PostPosted: Wed Jan 14, 2009 8:36 pm 
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Location: The Ray...Racine, WI
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this tip's a little bit OT, I just now added it to the wiki but didn't think it warranted a new thread, though I do think it's useful, and I hadn't seen it mentioned: if your player is married, asking the wife to clean your room actually has a good use: you know how if you donate money for Thanksgiving, a few weeks later a fan sends you a 5-pack of Powerin? Well, if you have 2 or more of the same perishable, say 3 Powerin Maxes and 4 Protein Golds, when your wife cleans your room, she'll take these and create a 3-pack, 4-pack, however many you have at the time of everything, so if you think you'll need more than one Powerin Max for an upcoming road trip, you won't need to pack em all separately and then decide on the last item, you'll only use up one spot in the bag. 8)

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 Post subject: Re: a guide to creating Life players
PostPosted: Wed Jan 14, 2009 10:38 pm 
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That's really cool, good find. Your guide helped me create a guy with all Cs after one year, which I think is pretty good.

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 Post subject: Re: a guide to creating Life players
PostPosted: Thu Jan 15, 2009 12:03 am 
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Cub of the Ray wrote:
this tip's a little bit OT, I just now added it to the wiki but didn't think it warranted a new thread, though I do think it's useful, and I hadn't seen it mentioned: if your player is married, asking the wife to clean your room actually has a good use: you know how if you donate money for Thanksgiving, a few weeks later a fan sends you a 5-pack of Powerin? Well, if you have 2 or more of the same perishable, say 3 Powerin Maxes and 4 Protein Golds, when your wife cleans your room, she'll take these and create a 3-pack, 4-pack, however many you have at the time of everything, so if you think you'll need more than one Powerin Max for an upcoming road trip, you won't need to pack em all separately and then decide on the last item, you'll only use up one spot in the bag. 8)

In addition, the limit to it is 15 per pack

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 Post subject: Re: a guide to creating Life players
PostPosted: Tue Jan 20, 2009 2:01 pm 
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Favorite Team: Tigers
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or your room will be a pigsty :shock:


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 Post subject: Re: a guide to creating Life players
PostPosted: Sun Feb 01, 2009 4:02 pm 
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Some of you might wonder what the point is of creating lower round draft picks. Well, there was no my life mode in the japanese version of the game this year but in previous years of pawapuro games, the lower round picks would continue to improve later into the player's career, whereas the 1st rounds would peak earlier (past the peak stats go down and it gets harder to improve). It went like 1st round:peak at 26, 2nd:29, 3rd:32, 4th:35, 5th:38. Basically these players would end up just as good or better than the 1st rounders if well trained, but had longer careers.
Also there are some special attributes at creation that seem to improve stats with no drawback, or only a small one. These have the drawback of causing the peak to occur earlier in the player's career.
Your initial choices also affect the stat maximums that occur. As one would expect the maximums are all correlated to initial choices.


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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 3:06 pm 
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Favorite Team: Mets
Console '07: Nintendo Wii
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does anyone know how long a created character (as in Success Mode) will continue to improve for???

oh and a question about the stats. I cant believe I have not yet come to a conclusion about this, but what exactly does "Fielding" improve when it is high like a "B" or "A" stat? As in what aspects of defense does the stat improve?

Thank you whoever answers this question. I feel like an idiot because I have owned both '07 and '08, and cant figure this out :lol:


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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 3:18 pm 
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It will still continue improving Fielding, Arm Strength (I think) and Error Resistance.

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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 3:38 pm 
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what are you answering?

"How long a created character will continue to improve?"

or "What fielding actually improves?"


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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 3:40 pm 
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What fielding actually improves.

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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 3:58 pm 
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Its funny you mention arm strength because I think fielding improves how quickly you get the ball out of your hand when throwing it. I dont think it could improve the accuracy of the throw because that would have to do with Error Resistance.


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 Post subject: Re: a guide to creating Life players
PostPosted: Fri Jun 26, 2009 6:09 pm 
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Favorite Team: Mariners
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MetsFan4ever wrote:
Its funny you mention arm strength because I think fielding improves how quickly you get the ball out of your hand when throwing it. I dont think it could improve the accuracy of the throw because that would have to do with Error Resistance.


ERES impacts:
1) Glove Work – Fielding percentage for the defender when making a play using his glove or bare hand. It does not effect throwing accuracy. The “Throwing” ability, which dictates throwing accuracy, is responsible for fielding percentage when it pertains to throws.

FLD impacts:
1) Reaction Time – how quickly the defender will react to a ball put in play.
2) Range – how close the defender must be to a ball in play to field it successfully.
3) Transfer – how quickly the defender can transfer the ball from his glove to his throwing hand.

So . . . a defender with poor range coupled with a dependable glove and an accurate arm (Derek Jeter) should have a low FLD rating, high ERES rating and Throwing 4. In contrast, a defender with good range but who is prone to mistakes would feature the opposite characteristics.

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 Post subject: Re: a guide to creating Life players
PostPosted: Mon Jun 29, 2009 4:36 pm 
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Favorite Japanese title: (Wii) Jikkyou Powerful Major League 2009
I thought E-Res affected how long it takes a player to recover after making an error.


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 Post subject: Re: a guide to creating Life players
PostPosted: Wed Jul 01, 2009 12:26 am 
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MetsFan4ever wrote:
does anyone know how long a created character (as in Success Mode) will continue to improve for???

I've gotten far enough with one of my Success pitchers that I can answer for at least one case: I had my pitcher enter the league at 18 yo...he's now 37. His decline began the day he turned 35 (middle of his 16th season)

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