We have this type of information spread at several places so I figured it would be a good idea to gather in one spot. Anyone can feel free to share whatever they want. I'll go ahead and post some of the things I've come across. Apologies ahead of time to the original source because I honestly don't know who created these charts, but thank you! This page will constantly be updated!
Team Upgrades:
Bronze 1-20=
94,600Silver 21-40=
312,500Gold 41-60=
1,075,000Platinum 61-80=
3,170,000Diamond 81-84=
2.1 mill***(needs to be confirmed)
Diamond 85-100=
49.5k gold, when discounted
Expected Value of:
Legend Improve boxes=
1.57Legend XP boxes=
3.14Mega LXP boxes=
5.06Mega Pxp=
7.59Example: A legend xp box, which costs 300 gold, will yield about 900 lxp on average.
Using the multipliers below, you can compute any ratings at level 10 for any tier:
Silver-
1.61Gold-
2.14Platinum-
2.82Diamond-
3.66Example: A rating of 112/110 at bronze 1 would be 410/403 at diamond 10.
Below are the resources needed with and without the discounts currently available:
If you're not having fun, you're losing.
Comments
Player skills( ty @Mattattack !):
Here are the donation needed to level a club:
I still enjoy WOH, but it's much different than it was when it first came out. Once upon a time, you just beat WOH and it was a good day. Now it's not about beating it, it's about how many times you can cycle it. After a few cycles, it becomes incredibly redundant and "boring".
It won't happen, but I would love to see them try a rather extreme format change:
Warmup - 5 levels (BXP box award and BXP awards after passing levels)
Classic - 10 levels (BXP player award and BXP awards)
All-Star - 15 levels (PXP player award and PXP awards)
HOF - 25 levels (LXP player award and LXP awards)
I know this sounds like a lot, but keep in mind that it is only the equivalent of 1.25, 2, 3, and 4.25 "cycles" at those respective levels.
Yes, this would effectively limit cycle capping, but there's an easy workaround for that -- just give out comparable leveling awards to make up for the XP lost.
I would just like to see the focus again become ascending that mountain, not how many times you can run up that hill by how fast you can autoplay all day on Monday. HOF mode in my opinion shouldn't be designed to be able to be cycled 10+ times.
Cap cycling was fun at first, but it's just a chore now... probably going to just cycle hof 3-4 times going forward until there's a worthy 1b available.
I don't know how big of a population I speak for here but my roster cannot complete HOF since Rivera/Blue joined the rotation (saw Blue for the first time ever yesterday and lost the only time I did see him.) I agree that cycling classic can be "a chore" but it is a chore that most can at least attempt to do. I didn't get the shinny toy of Scioscia so I seem to be doomed to purgatory even with a switch hitting Mookie from HOF a few weeks ago. The change I would like to see them make, and you can't tell me that they can't since they do it in other modes, is that they modify difficulty based on your level.
Sorry if I stepped on anyone's toes... it is not a personal attack by any means. It is just disheartening to spend so much in terms of resources on skills and such to fail while others who are in a higher tier are able to cycle cap the new toy. Oh... and for the love of God fix the "curve" ball that comes in at your head being a strike.
I'd still rather have the longer, more gradual and reasonably difficult approach. (A 25 levels approach in WOH HOF should be progressively difficult. 1-5 could be like the current Warm up rounds, 6 -10 like classic, and so on).
Here's why I'd prefer my approach. I can see the merit in yours, especially for your team. But keep in mind, you're speaking as one of the .1 percenters in this game (not that there's anything wrong with that) . For the 99.9 percenters, a short, but massively difficult HOF will be an exercise in frustration for many of them. Your "considerably tougher" is going to be "shatter phone against the wall" for the 99 percenters. I don't know that they want to go down that road, feels like it might alienate a lot of players.
All I know is that the closest I've ever come to quitting this game the last 2 years is those Monday nights that many here have probably experienced before when I had about 24 gold left after dropping 5,000 with nothing at all to show for it.
Edit: am I really asking for too much, though? For spending 10+ hours on it, like @criffy mentioned, is that really too much to ask for? I don't think so 🤷🏻♂️
Or you're talking modify difficulty based on the strength of your team? Not a fan of that, it is essentially punishing you for building a better team by cranking up your difficulty.
And just to clear it up I am not talking about cycle capping at HOF. I beat HOF regularly, but never have beaten it more than once or even attempted to. I am talking about cycle capping blue XP players at Diamond 10.
Maybe I am just dealing with my own sense of entitlement. I have spent WAY more this year than I ever have on this game and feel like I am producing the same stuck in the mud results.
Happy Tuesday y'all I am stepping away from here to focus myself.
you might want to invest in a solo club (or regular one that people donate to and you subsequently boot em). i think i spent about $40 or so in gifts for balls/gloves to get it to platinum after getting the club to gold. might be able to buy one from someone, just a thought
(It's kinda obselete now but better than nothing)
Below are appropriate XP values for base players who are traded in. Note that this applies to bronze 1 players only. Because a player of a certain star rating varies insignificantly (i.e. base 5 stars can be as high as 82 over or as low as 72) the xp/person of a certain star will vary, albeit insignificant. Therefore, each approximation should be given a +/- 5% variability.
1 star - 11 XP
2.5 star - 75 XP
3 star - 201 XP
3.5 star - 518 XP
4.5 star - 938 XP
Note that these are weighted averages. If you open one late round draft pick you could get 9 XP or more than 200 XP. However, as the odds pan out over a long period of opening picks, the average XP per pick will approach the average listed below.
Late round draft pick
1% at 201
9% at 75
30% at 29
30% at 17
30% at 11
Weighted average - 25.86 XP
Second round draft pick
2% at 693
3.5% at 518
5% at 201
26.5% at 75
29% at 29
34% at 17
Weighted average - 76.105 XP
First round draft pick
.5% at 1400
2% at 938
5% at 693
10% at 518
14.5% at 201
30% at 75
38% at 29
Weighted average - 174.875 XP
#1 overall draft pick
2.5% at 1400
7.5% at 938
25% at 693
30% at 518
35% at 201
Weighted average - 504.35 XP