# Training System

Managers can take two players to train one new player in this system. During the training process, a certain amount of TMT will be consumed while a mystery pack will be generated. Managers can open it to get a new player card. Common, Rare and Epic cards can participate in training 7 times and Legendary cards can participate 3 times.

### Training Cost per Base Player

The actual cost is the sum of two base players:

CountLevelCommonRareEpicLegendary

1

5

30

60

250

1250

2

10

30

60

300

1500

3

20

36

72

350

1850

4

30

42

84

400

/

5

40

48

96

450

/

6

50

54

108

520

/

7

60

60

120

600

/

### New Player Ability Attributes:

A player's attribute X value at level N is determined by

$X(N) = X(Initial) + (Basic \ Growth(N) + N*Growth(X)) * Growth\ Rate(X)/200$

Where the sum of X(Initial), Basic Growth(N), Growth(X) for five attributes are the same for same rarity. Each player has different value for each attribute based on their position and characteristics.

Sum of X(Initial) are 100, 150, 200, 250 and 275 for C, R, E, L and Special L card respectively.

Sum of Growth(X) are 12, 18, 24, 30 and 40 for C, R, E, L and Special L card respectively.

Growth Rate are 120 for All Star Genesis cards at each attribute, with the exception that the 12 Special L card from Return of Legend series auction have slightly higher growth rate.

After training, the five-dimensional player attribute growth rate are the average of two base players, with +-10% randomness following this weight. Note for Special Legendary player, they tend to have higher attribute growth rate.

RatioWeightWeight_Speicial

-10%

1

0

-9%

2

0

-8%

3

0

-7%

4

0

-6%

6

0

-5%

7

0

-4%

8

0

-3%

10

1

-2%

12

2

-1%

15

4

0%

30

25

1%

23

20

2%

19

15

3%

16

10

4%

13

8

5%

10

6

6%

8

4

7%

6

2

8%

4

1

9%

2

1

10%

1

1

### New Player Productive Attributes

The sum of new player's productive attributes are the average of two base players at level 1, with +-10% randomness following the same table above. Then the scores are randomly distributed to 4 dimensions, each dimension with lowest distribution of 15%.

### Time Cost for Base Players:

CommonRareEpicLegendary

180 mins

360 mins

720 mins

1440 mins

### The Rate of Positions:

Parent 1Parent 2FW RateMF RateDF RateGK Rate

FW

FW

91%

4%

4%

1%

FW

MF

45%

45%

9%

1%

FW

DF

45%

9%

45%

1%

FW

GK

45%

5%

5%

45%

MF

FW

45%

45%

9%

1%

MF

MF

4%

91%

4%

1%

MF

DF

9%

45%

45%

1%

MF

GK

5%

45%

5%

45%

DF

FW

45%

9%

45%

1%

DF

MF

9%

45%

45%

1%

DF

DF

4%

4%

91%

1%

DF

GK

5%

5%

45%

45%

GK

FW

45%

5%

5%

45%

GK

MF

5%

45%

5%

45%

GK

DF

5%

5%

45%

45%

GK

GK

3%

3%

3%

91%

### The Rate of Rarity of New All Star Pack:

Parent 1Parent 2CommonRareEpicLegendary

Legendary

Legendary

0%

0%

0%

100%

Legendary

Epic

0%

0%

49%

51%

Legendary

Rare

0%

49%

1%

50%

Legendar

Common

49%

1%

0%

50%

Epic

Legendary

0%

0%

49%

51%

Epic

Epic

0%

0%

98%

2%

Epic

Rare

0%

49%

50%

1%

Epic

Common

49%

1%

48%

2%

Rare

Legendary

0%

49%

1%

50%

Rare

Epic

0%

49%

50%

1%

Rare

Rare

0%

98%

2%

0%

Rare

Common

49%

50%

1%

0%

Common

Legendary

49%

1%

0%

50%

Common

Epic

49%

1%

48%

2%

Common

Rare

49%

50%

1%

0%

Common

Common

98%

2%

0%

0%

### The Rate of Card Rarity for Different Pack Rarities:

Pack RarityLegendary RateEpic RateRare RateCommon Rate

Legendary

65%

35%

0%

0%

Epic

2%

68%

30%

0%

Rare

0%

2%

98%

0%

Common

0%

0%

0%

100%

Note: For ALL STAR 2022 GENESIS packs you get from staking Return of Legends cards, you get a one-on-one mapping of rarities, i.e. a Legendary ALL STAR 2022 GENESIS pack gets you a Legendary ALL STAR 2022 card for 100% chance and so on.

Special Bonus:

For ALL STAR Legendary pack, you have a 5% chance to get a special superstar Legendary player.

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