Skill Training Gains

Overview
A player gains levels in skills through training them. How quickly they train is a function of the club’s CPL (Club Player Level). Below the math behind it all is explained.

Raw Skill Points
To rise from one skill level to another the player must accumulate raw skill points in that skill. The amount of raw skill points it takes to go from one skill level varies from skill level to skill level, with the higher the level trying to be gained, the more skill points it requires. This table shows the amount of raw skill points needed per level. For example, a player who has a Scrum skill of 34 (8980) will need to gain 600 raw skill points in the Scrum skill to progress to skill level 35 (9580) i.e. 600 raw skill points are the difference between those needed for level 34 and level 35.

Gaining Skill Points
These raw skill points are gained through the player taking part in training sessions in a training regime (see Training Overview and Training Sessions for more details on these). Each type of training session provides a list of skills that are trained in that session type, generally split into two groups. In addition, each group will also have a CPL% attached to it. It is this CPL% that determines how many raw skill points the session will generate for the skills trained.

For example, a Prop training session has two groups of skills that are trained, and each group has a CPL% attached to it:

Training Above Skill Cap
The skill point gains from training are halved for each level trained above the player's skill cap for a particular skill (skill cap is equal to +40 over their starting skill level when fresh out of the Academy at age 18). For example, a player who graduates from the Youth Academy with a Scrum skill of level 20 will have a Scrum skill cap of level 60 — if they reached this cap (Scrum skill reached level 60) then all training gains to reach level 61 would be at 50% (halved). Once at level 61, to get to level 62 the training gains would he at 25% (halved again), skill level 63 would be at 12.5% gains and so on.

CPL% Explained
The current CPL of the club determines how many skill points are generated in a training session. To work out what 100% of CPL would provide, look at the raw skill points it would take for a skill to rise from the level below the CPL to the CPL level.

For example, a beginning club has a CL (club level) of 1. A CL of 1 means the club has a CPL of 15. To work out how many raw skill points 100% of 15 CPL provides you look to see how many raw skill points is required to gain a skill level of 15 from level 14, which is 200 raw skill points (level 15 is 2030 points and level 14 is 1830, so the difference is 200 points). So 100% of CPL 15 would add 200 raw skill points to a skill that is trained at 100% CPL.

A veteran club with a CL of 24 has a CPL of 57. The raw skill points needed for a skill of 57 is 35,880 and 56 is 33,880, so 100% of CPL 57 is equal to the difference, so is 2,000.

Now, no training session ever provides 100% of the CPL, but always a lesser %. So, to work out the actual raw skill points provided by a training session you must use the CPL%’s that are attached to that training session.

For example, suppose our club is running a player through a Prop training session. This training session provides a gain of 11% CPL for the three skills in group 1 and 6% CPL for the skills in Group 2.

If our club had a CL of 1 and a CPL of 15 (100% of this CPL is 200 raw skill points), then 11% of this CPL provides 22 raw skill points. 6% of this CPL would provide 12 raw skill points. So any player put through a prop training session would gain the following raw skill points: If our club, on the other hand, had a CL of 24 and so a CPL of 57 (100% of this CPL is 2,000), then 11% of this CPL provides 220 raw skill points, while 6% CPL provides 120 raw skill points. So any player put through a prop training session would gain the following raw skill points: What is clear from this is that the higher the CPL of your club, the more raw skill points are generated through a training session, and so the quicker a player will train up through the skill levels.

Training Cards
You can play Training cards onto individual training sessions to add to the training they provide. The amount of Training cards you can play on a single training session is determined by your investment in ‘Slot’ tech in the Training Building.

Every Training card has a focus of a particular skill. The card will generate raw skill points for that skill to all players that are taking part in that training session. The amount of raw skill points depends on the card-energy value of the card being played:

These raw skill points are provided regardless of whether the skill is being trained in that session or not.

For example, suppose you played a Training card with card-energy of 4 (12%CPL) and a skill focus of Pass. If your club had a CPL of 57, then this card would provide 240 raw skill points to the Pass skills of any player in that Training session (12% of the raw skill points provided by 100% of CPL 57 2,000 points i.e. 2000 x 0.12 = 240).

Training Card Synergy
If the focus of the Training card you play matches a skill that is being trained in that Training session, then that skill will get an added bonus of 10% of CPL. If you play multiple cards with the same synergy bonus on the same session then there are diminishing returns for each additional card synergy: So if you played three cards with the same skill synergy on the same session your total bonus would be +17.5%.

For example, if the card you played was a Training card with card-energy of 4 and a skill focus of Pass. If your club had a CPL of 57, then this card would provide 400 raw skill points to the Pass skills of any player in that Training session (20% of the CPL). If the Pass skill was being taught in that training session, then you would have a synergy match, and the card would provide an extra synergy bonus of 10% of CPL, which in this case would be another 200. So that card would be providing a total of 600 raw skill points in the Pass skill to all players in that training session (400 points from the card and then an additional 200 points from the synergy bonus).