Blackout Games Wiki
Blackout Games Wiki
Pop

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.

Skill Level Raw Points
Level 1 0
Level 2 100
Level 3 210
Level 4 320
Level 5 440
Level 6 560
Level 7 690
Level 8 830
Level 9 980
Level 10 1130
Level 11 1290
Level 12 1460
Level 13 1640
Level 14 1830
Level 15 2030
Level 16 2240
Level 17 2470
Level 18 2710
Level 19 2960
Level 20 3230
Level 21 3510
Level 22 3810
Level 23 4120
Level 24 4450
Level 25 4800
Level 26 5170
Level 27 5560
Level 28 5970
Level 29 6410
Level 30 6870
Level 31 7360
Level 32 7870
Level 33 8410
Level 34 8980
Level 35 9580
Level 36 10220
Level 37 10890
Level 38 11600
Level 39 12350
Level 40 13140
Level 41 13980
Level 42 14860
Level 43 15790
Level 44 16780
Level 45 17780
Level 46 18880
Level 47 20080
Level 48 21280
Level 49 22580
Level 50 23980
Level 51 25380
Level 52 26880
Level 53 28480
Level 54 30180
Level 55 31980
Level 56 33880
Level 57 35880
Level 58 37980
Level 59 40180
Level 60 42580
Level 61 45080
Level 62 47680
Level 63 50480
Level 64 53380
Level 65 56480
Level 66 59780
Level 67 63280
Level 68 66880
Level 69 70780
Level 70 74880
Level 71 79180
Level 72 83680
Level 73 88480
Level 74 93580
Level 75 98880
Level 76 104480
Level 77 110480

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:

Group Skills Gain
Group 1 Scrum, Maul, Rucking CPL 11%
Group 2 Counter-Rucking, Tackling, Lineout-Jumping CPL 6%

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 (see Club Player Level for more information about what CPL each Club Level gives).

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:

Group Skills Gain
Group 1 Scrum, Maul, Rucking Each gains 22 raw skill points
Group 2 Counter-Rucking, Tackling, Lineout-Jumping Each gains 12 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:

Group Skills Gain
Group 1 Scrum, Maul, Rucking Each gains 220 raw skill points
Group 2 Counter-Rucking, Tackling, Lineout-Jumping Each gains 120 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-card

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:

Card-Energy

Effect

1

Provides skill points for a specified technical skill equal to 3% CPL

2

Provides skill points for a specified technical skill equal to 6% CPL

3

Provides skill points for a specified technical skill equal to 9% CPL

4

Provides skill points for a specified technical skill equal to 12% CPL

5

Provides skill points for a specified technical skill equal to 15% CPL

Foil Provides skill points for a specified technical skill equal to 20% CPL

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:

Card Stack Synergy Effect
Card 1 +10%
Card 2 +5%
Card 3 + 2.5%

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).