A long time ago, I wrote up how much TPE earning was needed for each position. Seeing as we're getting a big changeup in the sim and all positions, revamped stat mins/maxes, and adding traits as another thing to spend TPE on, I'm going to do some more analysis!
In the absence of any recommendations from someone else I can blindly follow, I'm going to come up with my own guesses at priority stats. Most positions have one "capstone" trait that's the most expensive one and which I'm going to assume will be very important/useful to get to for those positions. So, I'm going to look at TPE required to get
1. To the point where the position's most expensive trait could be purchased
2. 1 but with the cost of the trait added
3. 2 and then maxing all stats considered high priority in the previous stat priority recommendations. Since competitiveness is new, I'm going to assume its importance is the same as endurance as a heuristic.
4. 3 plus any other stats required to get all remaining traits
5. 4 plus those traits
6. All remaining stats to max
TPE totals will be including your starting 50 TPE (so it will match TPE tracker numbers). The amount you'll need to earn would be a bit less as a result.
Additionally, I'm going to assume that speed is still pretty important and include cost to max speed from each of those points.
In summary, here is a table for all the positions ("+S" indicates it's the cost with maxing speed as well)
QB
High priority stats per previous recommendations: Arm, Int, Accuracy
Gunslinger (capstone trait - gunslinger, requires 90 arm)
1. The gunslinger trait requires 90 arm strength. Getting arm from the starting 65 to 90 requires 160 TPE. Maxxing speed (45=>75) would take another 70 TPE, for 230 total.
2. The gunslinger trait would take another 50 TPE, for 210 earning required total. Speed would still take another 70 TPE, for 280 total.
3. Getting arm from 90=>100, int from 60=>90, and accuracy from 55=>95 would take another 625 TPE, for 835 total earned TPE. Max speed would still take another 70 TPE for now 905 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 75 TPE for 710 total. Max speed would now only need 25 more TPE, or 735 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1010 TPE needed. Max speed still would need another 25 TPE for 1035 total.
6. Max all remaining stats would take another 250 TPE, for 1260 total TPE needed to max out.
Pocket passer (capstone trait - game manager)
1. The game manager trait require 90 int and accuracy. Getting int from the starting 65 and accuracy from its starting 60 to 90 requires 330 TPE. Maxing speed (45=>75) would take another 70 TPE, for 400 total.
2. The game manager trait would take another 100 TPE, for 430 earning required total. Speed would still take another 70 TPE, for 500 total.
3. Getting arm from 55=>90, int from 90=>95, and accuracy from 90=>100 would take another 455 TPE, for 885 total earned TPE. Max speed would still take another 70 TPE for now 955 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 75 TPE for 960 total. Max speed would now only need 25 more TPE, or 955 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1060 TPE needed. Max speed still would need another 25 TPE for 1085 total.
6. Max all remaining stats would take another 240 TPE, for 1300 total TPE needed to max out.
Field general (capstone trait - game manager)
1. The game manager trait require 90 int and accuracy. Getting int from the starting 65 and accurracy from its starting 55 to 90 requires 340 TPE. Maxing speed (45=>75) would take another 70 TPE, for 410 total.
2. The game manager trait would take another 100 TPE, for 440 earning required total. Speed would still take another 70 TPE, for 510 total.
3. Getting arm from 60=>95 and int from 90=>100 would take another 445 TPE, for 885 total earned TPE. Max speed would still take another 70 TPE for now 955 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 80 TPE for 965 total. Max speed would now only need 25 more TPE, or 990 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1065 TPE needed. Max speed still would need another 25 TPE for 1090 total.
6. Max all remaining stats would take another 230 TPE, for 1295 total TPE needed to max out.
Scrambler (capstone trait - dual threat)
1. The dual threat trait require 85 each in int/arm/accuracy. Getting int from 50=>85, arm from 50=>85, and accuracy from 60=>85 requires 400 TPE. Maximizing speed (70=>100) would take another 350 TPE, for 750 total.
2. The dual threat trait would take another 50 TPE, for 450 earning required total. Speed would still take another 350 TPE, for 800 total.
3. Getting int from 85=>90 and accuracy from 85=>90 would take another 100 TPE, for 550 total earned TPE. Max speed would still take another 350 TPE for now 900 total.
4. Role model requires 70 int, which is already hit. Athlete requires 90 speed, so another 150 TPE for 700 total. Max speed would now only need 200 more TPE, or 900 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 800 TPE needed. Max speed still would need another 200 TPE for 1000 total.
6. Max all remaining stats would take another 515 TPE, for 1315 total TPE needed to max out.
Mobile (capstone trait - dual threat)
1. The dual threat trait require 85 each in int/arm/accuracy. Getting int from 50=>85, arm from 60=>85, and accuracy from 50=>85 requires 400 TPE. Maxing speed (65=>95) would take another 235 TPE, for 635 total.
2. The dual threat trait would take another 50 TPE, for 450 earning required total. Speed would still take another 235 TPE, for 685 total.
3. Getting int from 85=>90 and arm from 85=>95 would take another 175 TPE, for 625 total earned TPE. Max speed would still take another 235 TPE for now 860 total.
4. Role model requires 70 int, which is already hit. Athlete requires 90 speed, so another 160 TPE for 785 total. Max speed would now only need 75 more TPE, or 860 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 885 TPE needed. Max speed still would need another 75 TPE for 960 total.
6. Max all remaining stats would take another 390 TPE, for 1275 total TPE needed to max out.
RB
For all RBs, the most expensive trait is Athlete, requiring 90 speed, 70 agility, and 85 endurance. Logically, I'd expect that players might want to build towards a different trait (eg scat back for speed back), but I'm sticking with my 'most expensive' heuristic.
High priority stats per previous recommendations: Speed, endurance (+competitiveness). Fullbacks are called out as needing strength and run/pass blocking instead.
Speed back
1. Getting speed from 60=>90, agility from 50=>70, and endurance from 50=>85 requires 350 TPE. Maxxing speed (90=>100) would take another 200 TPE, for 550 total.
2. The athlete trait costs 100 TPE, for 450 earning required total. Speed would still take another 200 TPE, for 650 total.
3. Getting speed from 90=>100, endurance from 85=>90, and competitiveness from 35=>75 would take another 330 TPE, for 780 total earned TPE.
4. Scat back requires 80 agi/70 hands; raw talent requires 60 strength and 75 competitiveness; role model requires 70 int. The total costs for strength 30=>60, agi 70=>80, int 35=>70, and hands 30=>70 would take 205 more TPE for 985 total.
5. Buying the 3 other traits would take 200 total for 1185 TPE needed.
6. Max all remaining stats would take another 100 TPE, for 1285 total TPE needed to max out.
Receiving back
1. Getting speed from 50=>90, agility from 60=>70, and endurance from 50=>85 requires 350 TPE. Maxing speed (90=>95) would take another 75 TPE, for 425 total. Logically, a receiving back would probably want to increase hands fairly early on in this process as well, but I'm going to ignore that.
2. The athlete trait costs 100 TPE, for 450 earning required total. Speed would still take another 75 TPE, for 525 total.
3. Getting speed from 90=>95, endurance from 85=>90, and competitiveness from 40=>80 would take another 225 TPE, for 675 total earned TPE.
4. Scat back requires 80 agi/70 hands and role model requires 70 int. The total costs for agi 70=>80, int 55=>70, and hands 50=>70 would take 120 more TPE for 795 total.
5. Buying the 2 other trains would take 100 total for 895 TPE needed.
6. Max all remaining stats would take another 380 TPE, for 1275 total TPE needed to max out.
Power back
1. Getting speed from 55=>90, agility from 50=>70, and endurance from 50=>85 requires 360 TPE. Maxing speed (90=>95) would take another 75 TPE, for 435 total.
2. The athlete trait costs 100 TPE, for 460 earning required total. Speed would still take another 75 TPE, for 535 total.
3. Getting speed from 90=>95, endurance from 85=>90, and competitiveness from 40=>80 would take another 225 TPE, for 685 total earned TPE.
4. Raw talent requires 70 str/75 competitiveness and role model requires 70 int. The total costs for str 60=>70 and int 35=>70 would take 75 more TPE for 760 total.
5. Buying the 2 other traits would take 100 total for 860 TPE needed.
6. Max all remaining stats would take another 415 TPE, for 1275 total TPE needed to max out.
Fullback
1. Getting speed from 40=>90, agility from 35=>70, and endurance from 50=>85 requires 395 TPE. That maxes out speed for the slowfullback.
2. The athlete trait costs 100 TPE, for 495 earning required total.
3. Getting strength from 60=>90 and each blocking from 40=>80 would take another 370 TPE, for 865 total earned TPE.
4. Blocking FB has already been met, while role model requires 70 int. The cost for int 40=>70 is 50 more TPE for 915 total.
5. Buying the 2 other traits would take 100 total for 1015 TPE needed.
6. Max all remaining stats would take another 285 TPE, for 1300 total TPE needed to max out.
WR
All WR traits cost 50, so I'm going to pick the most receiving-sounding one for each role.
High priority stats per previous recommendations: Speed, hands, endurance (+competitiveness)
Speed receiver (capstone trait - deep threat)
1. Getting speed from 60=>75, agility from 55=>70, and hands from 55=>65 requires 95 TPE. Maximizing speed (75=>100) would take another 325 TPE, for 420 total.
2. The deep threat costs 50 TPE, for 145 earning required total. Speed would still take another 325 TPE, for 470 total.
3. Getting speed from 75=>100, hands 65=>85, endurance 50=>90, and competitiveness from 35=>80 would take a whopping 730 TPE, for 875 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int (plus a met 70 competitiveness). The cost for int 40=>70 is 50 more TPE for 925 total.
5. Buying the 2 other traits would take 100 total for 1025 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1255 total TPE needed to max out.
Slot receiver (capstone trait - slot receiver)
1. Getting speed from 55=>70, agility from 65=>80, and hands from 60=>70 requires 90 TPE. Maxing speed (70=>95) would take another 225 TPE, for 315 total.
2. The slot receiver trait costs 50 TPE, for 140 earning required total. Speed would still take another 225 TPE, for 365 total.
3. Getting speed from 70=>95, hands 70=>90, endurance 50=>90, and competitiveness from 35=>80 would take 690 more TPE, for 830 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int. The cost for int 40=>70 is 50 more TPE for 880 total.
5. Buying the 2 other traits would take 100 total for 980 TPE needed.
6. Max all remaining stats would take another 305 TPE, for 1285 total TPE needed to max out.
Possession receiver (capstone trait - slot receiver)
1. Getting speed from 50=>70, agility from 60=>80, and hands from 65=>70 requires 120 TPE. Maxing speed (70=>90) would take another 150 TPE, for 270 total.
2. The slot receiver trait costs 50 TPE, for 170 earning required total. Speed would still take another 150 TPE, for 320 total.
3. Getting speed from 70=>90, hands 70=>95, endurance 50=>90, and competitiveness from 40=>80 would take 665 more TPE, for 835 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int. The cost for int 45=>70 is 45 more TPE for 880 total.
5. Buying the 2 other traits would take 100 total for 980 TPE needed.
6. Max all remaining stats would take another 300 TPE, for 1280 total TPE needed to max out.
TE
High priority stats per previous recommendations: Strength, speed, hands
Vertical threat (capstone trait - receiving TE)
1. Getting agility 45=>80, int 45=>70, and hands 50=>80 requires 230 TPE. Max speed (55=>90) would take another 180 TPE, for 410 total.
2. The receiving TE trait costs 150 TPE, for 380 earning required total. Speed would still take another 180 TPE, for 560 total.
3. Getting strength from 40=>80, speed from 55=>90, and hands from 80=>85 would take a further 330 TPE, for 710 total earned TPE.
4. Athlete and role model have their requirements already met, so costs would remain at 710 TPE required so far.
5. Buying the 2 other traits would take 100 total for 810 TPE needed.
6. Max all remaining stats would take another 425 TPE, for 1235 total TPE needed to max out.
Possession TE (capstone trait - receiving TE)
1. Getting agility 45=>80, int 45=>70, and hands 55=>80 requires 220 TPE. Max speed (50=>85) would take another 140 TPE, for 360 total.
2. Receiving TE costs 150 TPE, for 370 earning required total. Speed would still take another 140 TPE, for 510 total.
3. Getting strength from 50=>85, speed from 50=>85, and hands from 80=>90 would take a further 380 TPE, for 750 total earned TPE.
4. Athlete and role model have their requirements already met, so costs would remain at 750 TPE required so far.
5. Buying the 2 other traits would take 100 total for 850 TPE needed.
6. Max all remaining stats would take another 385 TPE, for 1235 total TPE needed to max out.
Blocking TE (capstone trait - blocking TE)
1. Getting strength 50=>80 and each blocking from 40=>70 requires 190 TPE. Max speed (45=>80) would take another 95 TPE, for 285 total.
2. Blocking TE costs 100 TPE, for 290 earning required total. Speed would still take another 95 TPE, for 385 total.
3. Getting strength from 80=>90, speed from 45=>80, and hands from 35=>75would take a further 275 TPE, for 565 total earned TPE.
4. Athlete still needs agility 40=>80 plus role model needs int 45=>70, together costing 145 more TPE for 710 TPE required so far.
5. Buying the 2 other traits would take 100 total for 810 TPE needed.
6. Max all remaining stats would take another 440 TPE, for 1250 total TPE needed to max out.
OL
All OL have the same capstone trait of tenacious blocker.
High priority stats per previous recommendations: Strength, pass blocking, run blocking
Athletic
1. Getting strength 55=>90, pass blocking 60=>90, and run blocking 55=>90 requires 530 TPE. Max speed (55=>75) would take another 55 TPE, for 585 total.
2. Tenacious blocker costs 150 TPE, for 680 earning required total. Speed would still take another 55 TPE, for 735 total.
3. Getting pass blocking from 90=>100 would take 200 more TPE, for 880 total earned TPE. Speed would still take another 55 TPE, for 935 total.
4. Role model's 70 int requirement means getting int from 50=>70, costing another 40 TPE for 920 TPE required so far. Speed would continue to take another 55 TPE, for 975 total.
5. Buying the other trait would take 50, totaling 970 TPE needed, or 1025 TPE to also max speed.
6. Max all remaining stats would take another 310 TPE, for 1280 total TPE needed to max out.
Balanced
1. Getting strength 60=>90, pass blocking 55=>90, and run blocking 55=>90 requires 530 TPE. Max speed (45=>70) would take another 45 TPE, for 575 total.
2. Tenacious blocker costs 150 TPE, for 680 earning required total. Speed would still take another 45 TPE, for 725 total.
3. Getting strength and each blocking stat from 90=>95 would take 225 more TPE, for 905 total earned TPE. Speed would still take another 45 TPE, for 950 total.
4. Role model's 70 int requirement means getting int from 45=>70, costing another 45 TPE for 950 TPE required so far. Speed would continue to take another 45 TPE, for 995 total.
5. Buying the other trait would take 50, totaling 1000 TPE needed, or 1045 TPE to also max speed.
6. Max all remaining stats would take another 230 TPE, for 1230 total TPE needed to max out.
Mauler
1. Getting strength 65=>90, pass blocking 45=>90, and run blocking 45=>90 requires 550 TPE. Max speed (35=>60) would take another 35 TPE, for 585 total.
2. Tenacious blocker costs 150 TPE, for 700 earning required total. Speed would still take another 35 TPE, for 735 total.
3. Getting strength from 90=>100 and run blocking from 90=>95 would take 275 more TPE, for 975 total earned TPE. Speed would still take another 35 TPE, for 1010 total.
4. Role model's 70 int requirement means getting int from 45=>70, costing another 45 TPE for 1020 TPE required so far. Speed would continue to take another 35 TPE, for 1055 total.
5. Buying the other trait would take 50, totaling 1070 TPE needed, or 1105 TPE to also max speed.
6. Max all remaining stats would take another 175 TPE, for 1245 total TPE needed to max out.
DT
Each DT can take both speed rusher or bull rusher. I'm going to arbitrarily say that bull rusher is the logical pick for nose tackle and all-purpose (since they're the 2 heavier roles) while speed rusher is the pick for interior rusher (due to being the lightest role).
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Nose tackle (capstone trait - bull rusher)
1. Getting strength 55=>90, hands 20=>50, and competitiveness 35=>80 requires 315 TPE. Max speed (35=>65) would take another 45 TPE, for 360 total.
2. Bull rusher costs 75 TPE, for 390 required total. Speed would still take another 45 TPE, for 435 total.
3. Getting strength 90=>95, speed 35=>65, and endurance 45=>80, would take another 215 TPE, for 605 total earned TPE.
4. At this point, speed rusher needs to get agility 40=>70, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 100 TPE for 705 total required.
5. Buying the other 4 traits would take 225, totaling 930 TPE needed.
6. Max all remaining stats would take another 305 TPE, for 1235 total TPE needed to max out.
All-purpose (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>50, and competitiveness 45=>80 requires 295 TPE. Max speed (45=>70) would take another 45 TPE, for 340 total.
2. Bull rusher costs 75 TPE, for 370 required total. Speed would still take another 45 TPE, for 415 total.
3. Getting strength 90=>95, speed 45=>70, and endurance 55=>80, would take another 200 TPE, for 570 total earned TPE.
4. At this point, speed rusher needs to get agility 50=>70, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 90 TPE for 660 total required.
5. Buying the other 4 traits would take 225, totaling 885 TPE needed.
6. Max all remaining stats would take another 345 TPE, for 1230 total TPE needed to max out.
Interior rusher (capstone trait - speed rusher)
1. Getting speed 50=>70, endurance 55=>80, and agility 60=>70, requires 140 TPE. Max speed (70=>75) would take another 25 TPE, for 165 total.
2. Speed rusher costs 75 TPE, for 215 required total. Speed would still take another 25 TPE, for 240 total.
3. Getting strength 55=>90, speed 70=>75, and competitiveness 45=>80, would take another 300 TPE, for 515 total earned TPE.
4. At this point, bull rusher needs to get hands 20=>50, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 80 TPE for 595 total required.
5. Buying the other 4 traits would take 225, totaling 820 TPE needed.
6. Max all remaining stats would take another 445 TPE, for 1265 total TPE needed to max out.
DE
Unlike DT, each DE archetype can take only one of speed or bull rusher, and those traits cost 100 instead of 75.
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Run stuffer (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>60, and competitiveness 50=>80 requires 310 TPE. Max speed (35=>70) would take another 55 TPE, for 365 total.
2. Bull rusher costs 100 TPE, for 410 required total. Speed would still take another 45 TPE, for 435 total.
3. Getting strength 90=>95, speed 35=>70, endurance 40=>80, and competitiveness 80=>85, would take another 280 TPE, for 690 total earned TPE.
4. At this point, role model needs int 40=>70, competitor is set, and perceptive needs just agility 45=>60. Together that takes another 75 TPE for 765 total required.
5. Buying the other 3 traits would take 150, totaling 915 TPE needed.
6. Max all remaining stats would take another 325 TPE, for 1240 total TPE needed to max out.
Power rusher (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>60, and competitiveness 50=>80 requires 310 TPE. Max speed (45=>75) would take another 70 TPE, for 380 total.
2. Bull rusher costs 100 TPE, for 410 required total. Speed would still take another 70 TPE, for 480 total.
3. Getting speed 45=>75, endurance 40=>80, and competitiveness 80=>90, would take another 270 TPE, for 680 total earned TPE.
4. At this point, role model needs int 40=>70, competitor is set, and perceptive needs just agility 50=>60. Together that takes another 70 TPE for 750 total required.
5. Buying the other 3 traits would take 150, totaling 900 TPE needed.
6. Max all remaining stats would take another 325 TPE, for 1225 total TPE needed to max out.
Speed rusher (capstone trait - speed rusher)
1. Getting agility 55=>90, hands 20=>60, and endurance 40=>80, requires 330 TPE. Max speed (50=>80) would take another 90 TPE, for 420 total.
2. Speed rusher costs 100 TPE, for 430 required total. Speed would still take another 90 TPE, for 520 total.
3. Getting strength 55=>85, speed 50=>80, and competitiveness 50=>85, would take another 360 TPE, for 790 total earned TPE.
4. At this point, role model needs int 45=>70, competitor is set, and perceptive is set. That takes just another 45 TPE for 835 total required.
5. Buying the other 3 traits would take 150, totaling 985 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1215 total TPE needed to max out.
LB
Similarly to RB, LB's highest cost trait for all roles is athlete. Unlike RB, however, I could see that ending up as an important one outside of speed rusher for the pass rusher role.
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Speed rusher
1. Getting speed 55=>80, agility 55=>85, and endurance 40=>80, requires 310 TPE. Max speed (80=>90) would take another 100 TPE, for 410 total.
2. Athlete costs 100 TPE, for 410 required total. Max speed would still take another 100 TPE, for 510 total.
3. Getting strength 50=>85, speed 80=>90, and competitiveness 50=>90, would take another 330 TPE, for 740 total earned TPE.
4. At this point, speed rusher need agility 85=>90, competitor is set, and role model needs int 40=>70. Together, those take another 100 TPE for 840 total required.
5. Buying the other 3 traits would take 150, totaling 990 TPE needed.
6. Max all remaining stats would take another 300 TPE, for 1290 total TPE needed to max out.
Versatile LB
1. Getting speed 45=>80, agility 50=>85, and endurance 40=>80, requires 335 TPE. That is the max speed for this archetype.
2. Athlete costs 100 TPE, for 435 required total.
3. Getting strength 55=>90 and competitiveness 45=>85, would take another 325 TPE, for 760 total earned TPE.
4. At this point, perceptive need int 45=>70, competitor is set, and role model is now set. The int takes another 45 TPE for 805 total required.
5. Buying the other 3 traits would take 150, totaling 955 TPE needed.
6. Max all remaining stats would take another 340 TPE, for 1295 total TPE needed to max out.
Coverage LB
1. Getting speed 50=>80, agility 55=>85, and endurance 40=>80, requires 320 TPE. Max speed (80=>85) would take another 50 TPE, for 370 total.
2. Athlete costs 100 TPE, for 420 required total. Max speed (80=>85) would take another 50 TPE, for 470 total.
3. Getting strength 45=>80, speed 80=>85, and competitiveness 40=>80, would take another 245 TPE, for 665 total earned TPE.
4. At this point, perceptive need int 50=>70, competitor is set, and role model is now set. The int takes another 40 TPE for 705 total required.
5. Buying the other 3 traits would take 150, totaling 855 TPE needed.
6. Max all remaining stats would take another 445 TPE, for 1300 total TPE needed to max out.
CB
All CB traits cost 50, but each archetype has one named for said archetype and so I will name that one as the capstone trait.
High priority stats per previous recommendations: Speed, hands, endurance (+competitiveness)
Cover corner (capstone trait - shut down corner)
1. Getting agility 55=>75, int 55=>75, and hands 45=>75, requires 180 TPE. Max speed (70=>100) would take another 350 TPE, for 530 total.
2. Shut down corner costs 50 TPE, for 230 required total. Max speed (70=>100) would take another 350 TPE, for 580 total.
3. Getting speed 70=>100, hands 75=>85, endurance 40=>80, and competitiveness 30=>70, would take another 585 TPE, for 815 total earned TPE.
4. At this point, role model is met, perceptive requires agility 75=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 100 TPE for 915 total required.
5. Buying the other 4 traits would take 200, totaling 1115 TPE needed.
6. Max all remaining stats would take another 160 TPE, for 1275 total TPE needed to max out.
Press corner (capstone trait - press corner)
I'm asking to clarify, but I'm assuming press corner = physical corner.
1. Getting strength 50=>75 and int 50=>75 requires 130 TPE. Max speed (55=>95) would take another 255 TPE, for 385 total.
2. Press corner costs 50 TPE, for 180 required total. Max speed would still take 255 more TPE, for 435 total.
3. Getting speed 55=>95, hands 40=>80, endurance 40=>80, and competitiveness 35=>80, would take another 560 TPE, for 740 total earned TPE.
4. At this point, role model is met, perceptive requires agility 55=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 155 TPE for 895 total required.
5. Buying the other 4 traits would take 200, totaling 1095 TPE needed.
6. Max all remaining stats would take another 155 TPE, for 1250 total TPE needed to max out.
Slot corner (capstone trait - press corner)
1. Getting speed 55=>75, int 55=>75, and tackling 40=>75, requires 185 TPE. Max speed (75=>95) would take another 200 TPE, for 385 total.
2. Slot corner costs 50 TPE, for 235 required total. Max speed would still take 200 more TPE, for 435 total.
3. Getting speed 75=>95, hands 35=>75, endurance 40=>80, and competitiveness 35=>75, would take another 260 TPE, for 695 total earned TPE.
4. At this point, role model is met, perceptive requires agility 55=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 155 TPE for 850 total required.
5. Buying the other 4 traits would take 200, totaling 1050 TPE needed.
6. Max all remaining stats would take another 245 TPE, for 1295 total TPE needed to max out.
S
Two of the safeties have matching role traits (center fielder for CF and box safety for enforcer). I'm going to break my trend and go with those (plus perceptive for ball hawk) rather than athlete for all 3 since I think there's a little more clear and obvious recovery of the football association with the roles from those traits.
High priority stats per previous recommendations: Speed, hands (free safety only, but I'm going to count for all roles here), endurance (+competitiveness)
Center fielder (capstone trait - center fielder)
1. Getting agility 50=>85, int 40=>75, and hands 35=>75, requires 295 TPE. Max speed (55=>95) would take another 255 TPE, for 550 total.
2. The center fielder trait costs 50 TPE, for 345 required total. Max speed would still take 255 more TPE, for 600 total.
3. Getting speed 55=>95, endurance 40=>90, and competitiveness 35=>75, would take another 535 TPE, for 880 total earned TPE.
4. At this point, role model, athlete, and competitor all have their requirements met, leaving the TPE required at 880.
5. Buying the other 3 traits would take 200, totaling 1080 TPE needed.
6. Max all remaining stats would take another 210 TPE, for 1290 total TPE needed to max out.
Ball hawk (capstone trait - perceptive)
1. Getting agility 55=>85, int 40=>80, and hands 40=>75, requires 305 TPE. Max speed (55=>90) would take another 180 TPE, for 485 total.
2. The perceptive trait costs 50 TPE, for 355 required total. Max speed would still take 180 more TPE, for 535 total.
3. Getting speed 55=>90, hands 75=>80, endurance 40=>90, and competitiveness 40=>80, would take another 505 TPE, for 860 total earned TPE.
4. At this point, role model, athlete, and competitor all have their requirements met, leaving the TPE required at 860.
5. Buying the other 3 traits would take 200, totaling 1060 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1290 total TPE needed to max out.
Enforcer (capstone trait - box safety)
1. Getting strength 40=>75, int 50=>75, and tackling 40=>75, requires 215 TPE. Max speed (55=>90) would take another 180 TPE, for 395 total.
2. The box safety trait costs 50 TPE, for 265 required total. Max speed would still take 180 more TPE, for 445 total.
3. Getting speed 55=>90, endurance 40=>90, and competitiveness 45=>85, would take another 575 TPE, for 840 total earned TPE.
4. At this point, role model is met, athlete needs agility 50=>80, and competitor is met, needing 90 more TPE needed and a total TPE required at 930.
5. Buying the other 3 traits would take 200, totaling 1130 TPE needed.
6. Max all remaining stats would take another 160 TPE, for 1290 total TPE needed to max out.
K/P
Kickers have weird traits in that they let you get better at the stat your kicker is worse at (power kickers get + max accuracy traits and v/v). As a result, I'm going to treat the first (cheaper) trait as the capstone since it's a good checkpoint even though it's not really the culmination of their kicking style.
High priority stats per previous recommendations: Kick power (aka distance), accuracy
Accurate (capstone trait - steel toe boots)
1. Getting distance 60=>90 and accuracy 70=>100 requires 520 TPE. Kickers don't have speed, which is conceptually weird.
2. The steel toe boot trait costs 150 TPE, for 670 required total.
3. Getting the next 5 points in distance allowed by the trait would cost another 75 TPE, for 745 total. Also, the player builder doesn't update maximums for these traits.
4. Step 3 gets to the minimum required to unlock bionic leg, so we're still at 745 TPE needed.
5. Bionic leg costs 200, totaling 945 TPE needed.
6. Max all remaining stats would take another 370 TPE, for 1315 total TPE needed to max out.
Accurate (capstone trait - straight shooter)
1. Getting distance 70=>100and accuracy 60=>90requires 520 TPE. This is exactly the same as the accuracy archetype, but reversing power/accuracy.
2. The straight shooter trait costs 150 TPE, for 670 required total.
3. Getting the next 5 points in accuracy allowed by the trait would cost another 75 TPE, for 745 total.
4. Step 3 gets to the minimum required to unlock laser sights, so we're still at 745 TPE needed.
5. Laser sights costs 200, totaling 945 TPE needed.
6. Max all remaining stats would take another 370 TPE, for 1315 total TPE needed to max out.
Summary/statistics
One of the most interesting things that I learned from doing this exercise is that the TPE totals to get everything are very close to each other across all positions. The effectiveness of different positions/archetypes at different TPE totals will doubtlessly vary, but I think it's still a neat job that the sim team did to balance the numbers around what people can earn.
And on that note, how many people do actually earn enough TPE to hit these maximums? Well, based on the TPE tracker this very minute, here's the count of players who are above the TPE for the lowest total required archetype per position:
QB (1260): 0
RB (1275): 2
WR (1255): 0
TE (1235): 0
OL (1230): 0
DT (1230): 3
DE (1215): 1
LB (1290): 0
CB (1250): 1
S (1290): 1
K/P (1315): 0
So, with I think 2 weeks of earning prior to the next round of regression, only 8 players have enough TPE to completely max out the lowest archetype of their position. I wouldn't be surprised if that number doubles by the time that regression comes around, and it will also be interesting to see if the giant S22 class can blow those numbers away, but I'm currently feeling like it will give top earners more to do at the top end than now. Thanks to the migration team for going into such detail for this and creating what's looking to be a really interesting balance.
Update: Fixed coverage corner speed max and subtotals in the paragraph for the position. Didn't update the summary picture.
Update 2: This post announced some changes to caps/starting values and I'm probably not going to update everything - I think the biggest change is for pocket passer (40 less TPE to max), plus some of the offense/CBs had max competitiveness changed slightly.
In the absence of any recommendations from someone else I can blindly follow, I'm going to come up with my own guesses at priority stats. Most positions have one "capstone" trait that's the most expensive one and which I'm going to assume will be very important/useful to get to for those positions. So, I'm going to look at TPE required to get
1. To the point where the position's most expensive trait could be purchased
2. 1 but with the cost of the trait added
3. 2 and then maxing all stats considered high priority in the previous stat priority recommendations. Since competitiveness is new, I'm going to assume its importance is the same as endurance as a heuristic.
4. 3 plus any other stats required to get all remaining traits
5. 4 plus those traits
6. All remaining stats to max
TPE totals will be including your starting 50 TPE (so it will match TPE tracker numbers). The amount you'll need to earn would be a bit less as a result.
Additionally, I'm going to assume that speed is still pretty important and include cost to max speed from each of those points.
In summary, here is a table for all the positions ("+S" indicates it's the cost with maxing speed as well)
QB
High priority stats per previous recommendations: Arm, Int, Accuracy
Gunslinger (capstone trait - gunslinger, requires 90 arm)
1. The gunslinger trait requires 90 arm strength. Getting arm from the starting 65 to 90 requires 160 TPE. Maxxing speed (45=>75) would take another 70 TPE, for 230 total.
2. The gunslinger trait would take another 50 TPE, for 210 earning required total. Speed would still take another 70 TPE, for 280 total.
3. Getting arm from 90=>100, int from 60=>90, and accuracy from 55=>95 would take another 625 TPE, for 835 total earned TPE. Max speed would still take another 70 TPE for now 905 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 75 TPE for 710 total. Max speed would now only need 25 more TPE, or 735 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1010 TPE needed. Max speed still would need another 25 TPE for 1035 total.
6. Max all remaining stats would take another 250 TPE, for 1260 total TPE needed to max out.
Pocket passer (capstone trait - game manager)
1. The game manager trait require 90 int and accuracy. Getting int from the starting 65 and accuracy from its starting 60 to 90 requires 330 TPE. Maxing speed (45=>75) would take another 70 TPE, for 400 total.
2. The game manager trait would take another 100 TPE, for 430 earning required total. Speed would still take another 70 TPE, for 500 total.
3. Getting arm from 55=>90, int from 90=>95, and accuracy from 90=>100 would take another 455 TPE, for 885 total earned TPE. Max speed would still take another 70 TPE for now 955 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 75 TPE for 960 total. Max speed would now only need 25 more TPE, or 955 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1060 TPE needed. Max speed still would need another 25 TPE for 1085 total.
6. Max all remaining stats would take another 240 TPE, for 1300 total TPE needed to max out.
Field general (capstone trait - game manager)
1. The game manager trait require 90 int and accuracy. Getting int from the starting 65 and accurracy from its starting 55 to 90 requires 340 TPE. Maxing speed (45=>75) would take another 70 TPE, for 410 total.
2. The game manager trait would take another 100 TPE, for 440 earning required total. Speed would still take another 70 TPE, for 510 total.
3. Getting arm from 60=>95 and int from 90=>100 would take another 445 TPE, for 885 total earned TPE. Max speed would still take another 70 TPE for now 955 total.
4. Role model requires 70 int, which is already hit. Athlete requires 70 speed and 60 agility, so another 80 TPE for 965 total. Max speed would now only need 25 more TPE, or 990 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 1065 TPE needed. Max speed still would need another 25 TPE for 1090 total.
6. Max all remaining stats would take another 230 TPE, for 1295 total TPE needed to max out.
Scrambler (capstone trait - dual threat)
1. The dual threat trait require 85 each in int/arm/accuracy. Getting int from 50=>85, arm from 50=>85, and accuracy from 60=>85 requires 400 TPE. Maximizing speed (70=>100) would take another 350 TPE, for 750 total.
2. The dual threat trait would take another 50 TPE, for 450 earning required total. Speed would still take another 350 TPE, for 800 total.
3. Getting int from 85=>90 and accuracy from 85=>90 would take another 100 TPE, for 550 total earned TPE. Max speed would still take another 350 TPE for now 900 total.
4. Role model requires 70 int, which is already hit. Athlete requires 90 speed, so another 150 TPE for 700 total. Max speed would now only need 200 more TPE, or 900 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 800 TPE needed. Max speed still would need another 200 TPE for 1000 total.
6. Max all remaining stats would take another 515 TPE, for 1315 total TPE needed to max out.
Mobile (capstone trait - dual threat)
1. The dual threat trait require 85 each in int/arm/accuracy. Getting int from 50=>85, arm from 60=>85, and accuracy from 50=>85 requires 400 TPE. Maxing speed (65=>95) would take another 235 TPE, for 635 total.
2. The dual threat trait would take another 50 TPE, for 450 earning required total. Speed would still take another 235 TPE, for 685 total.
3. Getting int from 85=>90 and arm from 85=>95 would take another 175 TPE, for 625 total earned TPE. Max speed would still take another 235 TPE for now 860 total.
4. Role model requires 70 int, which is already hit. Athlete requires 90 speed, so another 160 TPE for 785 total. Max speed would now only need 75 more TPE, or 860 total.
5. Buying the 2 other traits would take 50 TPE each for 100 total and 885 TPE needed. Max speed still would need another 75 TPE for 960 total.
6. Max all remaining stats would take another 390 TPE, for 1275 total TPE needed to max out.
RB
For all RBs, the most expensive trait is Athlete, requiring 90 speed, 70 agility, and 85 endurance. Logically, I'd expect that players might want to build towards a different trait (eg scat back for speed back), but I'm sticking with my 'most expensive' heuristic.
High priority stats per previous recommendations: Speed, endurance (+competitiveness). Fullbacks are called out as needing strength and run/pass blocking instead.
Speed back
1. Getting speed from 60=>90, agility from 50=>70, and endurance from 50=>85 requires 350 TPE. Maxxing speed (90=>100) would take another 200 TPE, for 550 total.
2. The athlete trait costs 100 TPE, for 450 earning required total. Speed would still take another 200 TPE, for 650 total.
3. Getting speed from 90=>100, endurance from 85=>90, and competitiveness from 35=>75 would take another 330 TPE, for 780 total earned TPE.
4. Scat back requires 80 agi/70 hands; raw talent requires 60 strength and 75 competitiveness; role model requires 70 int. The total costs for strength 30=>60, agi 70=>80, int 35=>70, and hands 30=>70 would take 205 more TPE for 985 total.
5. Buying the 3 other traits would take 200 total for 1185 TPE needed.
6. Max all remaining stats would take another 100 TPE, for 1285 total TPE needed to max out.
Receiving back
1. Getting speed from 50=>90, agility from 60=>70, and endurance from 50=>85 requires 350 TPE. Maxing speed (90=>95) would take another 75 TPE, for 425 total. Logically, a receiving back would probably want to increase hands fairly early on in this process as well, but I'm going to ignore that.
2. The athlete trait costs 100 TPE, for 450 earning required total. Speed would still take another 75 TPE, for 525 total.
3. Getting speed from 90=>95, endurance from 85=>90, and competitiveness from 40=>80 would take another 225 TPE, for 675 total earned TPE.
4. Scat back requires 80 agi/70 hands and role model requires 70 int. The total costs for agi 70=>80, int 55=>70, and hands 50=>70 would take 120 more TPE for 795 total.
5. Buying the 2 other trains would take 100 total for 895 TPE needed.
6. Max all remaining stats would take another 380 TPE, for 1275 total TPE needed to max out.
Power back
1. Getting speed from 55=>90, agility from 50=>70, and endurance from 50=>85 requires 360 TPE. Maxing speed (90=>95) would take another 75 TPE, for 435 total.
2. The athlete trait costs 100 TPE, for 460 earning required total. Speed would still take another 75 TPE, for 535 total.
3. Getting speed from 90=>95, endurance from 85=>90, and competitiveness from 40=>80 would take another 225 TPE, for 685 total earned TPE.
4. Raw talent requires 70 str/75 competitiveness and role model requires 70 int. The total costs for str 60=>70 and int 35=>70 would take 75 more TPE for 760 total.
5. Buying the 2 other traits would take 100 total for 860 TPE needed.
6. Max all remaining stats would take another 415 TPE, for 1275 total TPE needed to max out.
Fullback
1. Getting speed from 40=>90, agility from 35=>70, and endurance from 50=>85 requires 395 TPE. That maxes out speed for the slowfullback.
2. The athlete trait costs 100 TPE, for 495 earning required total.
3. Getting strength from 60=>90 and each blocking from 40=>80 would take another 370 TPE, for 865 total earned TPE.
4. Blocking FB has already been met, while role model requires 70 int. The cost for int 40=>70 is 50 more TPE for 915 total.
5. Buying the 2 other traits would take 100 total for 1015 TPE needed.
6. Max all remaining stats would take another 285 TPE, for 1300 total TPE needed to max out.
WR
All WR traits cost 50, so I'm going to pick the most receiving-sounding one for each role.
High priority stats per previous recommendations: Speed, hands, endurance (+competitiveness)
Speed receiver (capstone trait - deep threat)
1. Getting speed from 60=>75, agility from 55=>70, and hands from 55=>65 requires 95 TPE. Maximizing speed (75=>100) would take another 325 TPE, for 420 total.
2. The deep threat costs 50 TPE, for 145 earning required total. Speed would still take another 325 TPE, for 470 total.
3. Getting speed from 75=>100, hands 65=>85, endurance 50=>90, and competitiveness from 35=>80 would take a whopping 730 TPE, for 875 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int (plus a met 70 competitiveness). The cost for int 40=>70 is 50 more TPE for 925 total.
5. Buying the 2 other traits would take 100 total for 1025 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1255 total TPE needed to max out.
Slot receiver (capstone trait - slot receiver)
1. Getting speed from 55=>70, agility from 65=>80, and hands from 60=>70 requires 90 TPE. Maxing speed (70=>95) would take another 225 TPE, for 315 total.
2. The slot receiver trait costs 50 TPE, for 140 earning required total. Speed would still take another 225 TPE, for 365 total.
3. Getting speed from 70=>95, hands 70=>90, endurance 50=>90, and competitiveness from 35=>80 would take 690 more TPE, for 830 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int. The cost for int 40=>70 is 50 more TPE for 880 total.
5. Buying the 2 other traits would take 100 total for 980 TPE needed.
6. Max all remaining stats would take another 305 TPE, for 1285 total TPE needed to max out.
Possession receiver (capstone trait - slot receiver)
1. Getting speed from 50=>70, agility from 60=>80, and hands from 65=>70 requires 120 TPE. Maxing speed (70=>90) would take another 150 TPE, for 270 total.
2. The slot receiver trait costs 50 TPE, for 170 earning required total. Speed would still take another 150 TPE, for 320 total.
3. Getting speed from 70=>90, hands 70=>95, endurance 50=>90, and competitiveness from 40=>80 would take 665 more TPE, for 835 total earned TPE.
4. Athlete's needs are met at this point, while role model requires 70 int. The cost for int 45=>70 is 45 more TPE for 880 total.
5. Buying the 2 other traits would take 100 total for 980 TPE needed.
6. Max all remaining stats would take another 300 TPE, for 1280 total TPE needed to max out.
TE
High priority stats per previous recommendations: Strength, speed, hands
Vertical threat (capstone trait - receiving TE)
1. Getting agility 45=>80, int 45=>70, and hands 50=>80 requires 230 TPE. Max speed (55=>90) would take another 180 TPE, for 410 total.
2. The receiving TE trait costs 150 TPE, for 380 earning required total. Speed would still take another 180 TPE, for 560 total.
3. Getting strength from 40=>80, speed from 55=>90, and hands from 80=>85 would take a further 330 TPE, for 710 total earned TPE.
4. Athlete and role model have their requirements already met, so costs would remain at 710 TPE required so far.
5. Buying the 2 other traits would take 100 total for 810 TPE needed.
6. Max all remaining stats would take another 425 TPE, for 1235 total TPE needed to max out.
Possession TE (capstone trait - receiving TE)
1. Getting agility 45=>80, int 45=>70, and hands 55=>80 requires 220 TPE. Max speed (50=>85) would take another 140 TPE, for 360 total.
2. Receiving TE costs 150 TPE, for 370 earning required total. Speed would still take another 140 TPE, for 510 total.
3. Getting strength from 50=>85, speed from 50=>85, and hands from 80=>90 would take a further 380 TPE, for 750 total earned TPE.
4. Athlete and role model have their requirements already met, so costs would remain at 750 TPE required so far.
5. Buying the 2 other traits would take 100 total for 850 TPE needed.
6. Max all remaining stats would take another 385 TPE, for 1235 total TPE needed to max out.
Blocking TE (capstone trait - blocking TE)
1. Getting strength 50=>80 and each blocking from 40=>70 requires 190 TPE. Max speed (45=>80) would take another 95 TPE, for 285 total.
2. Blocking TE costs 100 TPE, for 290 earning required total. Speed would still take another 95 TPE, for 385 total.
3. Getting strength from 80=>90, speed from 45=>80, and hands from 35=>75would take a further 275 TPE, for 565 total earned TPE.
4. Athlete still needs agility 40=>80 plus role model needs int 45=>70, together costing 145 more TPE for 710 TPE required so far.
5. Buying the 2 other traits would take 100 total for 810 TPE needed.
6. Max all remaining stats would take another 440 TPE, for 1250 total TPE needed to max out.
OL
All OL have the same capstone trait of tenacious blocker.
High priority stats per previous recommendations: Strength, pass blocking, run blocking
Athletic
1. Getting strength 55=>90, pass blocking 60=>90, and run blocking 55=>90 requires 530 TPE. Max speed (55=>75) would take another 55 TPE, for 585 total.
2. Tenacious blocker costs 150 TPE, for 680 earning required total. Speed would still take another 55 TPE, for 735 total.
3. Getting pass blocking from 90=>100 would take 200 more TPE, for 880 total earned TPE. Speed would still take another 55 TPE, for 935 total.
4. Role model's 70 int requirement means getting int from 50=>70, costing another 40 TPE for 920 TPE required so far. Speed would continue to take another 55 TPE, for 975 total.
5. Buying the other trait would take 50, totaling 970 TPE needed, or 1025 TPE to also max speed.
6. Max all remaining stats would take another 310 TPE, for 1280 total TPE needed to max out.
Balanced
1. Getting strength 60=>90, pass blocking 55=>90, and run blocking 55=>90 requires 530 TPE. Max speed (45=>70) would take another 45 TPE, for 575 total.
2. Tenacious blocker costs 150 TPE, for 680 earning required total. Speed would still take another 45 TPE, for 725 total.
3. Getting strength and each blocking stat from 90=>95 would take 225 more TPE, for 905 total earned TPE. Speed would still take another 45 TPE, for 950 total.
4. Role model's 70 int requirement means getting int from 45=>70, costing another 45 TPE for 950 TPE required so far. Speed would continue to take another 45 TPE, for 995 total.
5. Buying the other trait would take 50, totaling 1000 TPE needed, or 1045 TPE to also max speed.
6. Max all remaining stats would take another 230 TPE, for 1230 total TPE needed to max out.
Mauler
1. Getting strength 65=>90, pass blocking 45=>90, and run blocking 45=>90 requires 550 TPE. Max speed (35=>60) would take another 35 TPE, for 585 total.
2. Tenacious blocker costs 150 TPE, for 700 earning required total. Speed would still take another 35 TPE, for 735 total.
3. Getting strength from 90=>100 and run blocking from 90=>95 would take 275 more TPE, for 975 total earned TPE. Speed would still take another 35 TPE, for 1010 total.
4. Role model's 70 int requirement means getting int from 45=>70, costing another 45 TPE for 1020 TPE required so far. Speed would continue to take another 35 TPE, for 1055 total.
5. Buying the other trait would take 50, totaling 1070 TPE needed, or 1105 TPE to also max speed.
6. Max all remaining stats would take another 175 TPE, for 1245 total TPE needed to max out.
DT
Each DT can take both speed rusher or bull rusher. I'm going to arbitrarily say that bull rusher is the logical pick for nose tackle and all-purpose (since they're the 2 heavier roles) while speed rusher is the pick for interior rusher (due to being the lightest role).
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Nose tackle (capstone trait - bull rusher)
1. Getting strength 55=>90, hands 20=>50, and competitiveness 35=>80 requires 315 TPE. Max speed (35=>65) would take another 45 TPE, for 360 total.
2. Bull rusher costs 75 TPE, for 390 required total. Speed would still take another 45 TPE, for 435 total.
3. Getting strength 90=>95, speed 35=>65, and endurance 45=>80, would take another 215 TPE, for 605 total earned TPE.
4. At this point, speed rusher needs to get agility 40=>70, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 100 TPE for 705 total required.
5. Buying the other 4 traits would take 225, totaling 930 TPE needed.
6. Max all remaining stats would take another 305 TPE, for 1235 total TPE needed to max out.
All-purpose (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>50, and competitiveness 45=>80 requires 295 TPE. Max speed (45=>70) would take another 45 TPE, for 340 total.
2. Bull rusher costs 75 TPE, for 370 required total. Speed would still take another 45 TPE, for 415 total.
3. Getting strength 90=>95, speed 45=>70, and endurance 55=>80, would take another 200 TPE, for 570 total earned TPE.
4. At this point, speed rusher needs to get agility 50=>70, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 90 TPE for 660 total required.
5. Buying the other 4 traits would take 225, totaling 885 TPE needed.
6. Max all remaining stats would take another 345 TPE, for 1230 total TPE needed to max out.
Interior rusher (capstone trait - speed rusher)
1. Getting speed 50=>70, endurance 55=>80, and agility 60=>70, requires 140 TPE. Max speed (70=>75) would take another 25 TPE, for 165 total.
2. Speed rusher costs 75 TPE, for 215 required total. Speed would still take another 25 TPE, for 240 total.
3. Getting strength 55=>90, speed 70=>75, and competitiveness 45=>80, would take another 300 TPE, for 515 total earned TPE.
4. At this point, bull rusher needs to get hands 20=>50, competitor is already met, perceptive requires int 40=>70, and then role model is met. Together that takes another 80 TPE for 595 total required.
5. Buying the other 4 traits would take 225, totaling 820 TPE needed.
6. Max all remaining stats would take another 445 TPE, for 1265 total TPE needed to max out.
DE
Unlike DT, each DE archetype can take only one of speed or bull rusher, and those traits cost 100 instead of 75.
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Run stuffer (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>60, and competitiveness 50=>80 requires 310 TPE. Max speed (35=>70) would take another 55 TPE, for 365 total.
2. Bull rusher costs 100 TPE, for 410 required total. Speed would still take another 45 TPE, for 435 total.
3. Getting strength 90=>95, speed 35=>70, endurance 40=>80, and competitiveness 80=>85, would take another 280 TPE, for 690 total earned TPE.
4. At this point, role model needs int 40=>70, competitor is set, and perceptive needs just agility 45=>60. Together that takes another 75 TPE for 765 total required.
5. Buying the other 3 traits would take 150, totaling 915 TPE needed.
6. Max all remaining stats would take another 325 TPE, for 1240 total TPE needed to max out.
Power rusher (capstone trait - bull rusher)
1. Getting strength 60=>90, hands 20=>60, and competitiveness 50=>80 requires 310 TPE. Max speed (45=>75) would take another 70 TPE, for 380 total.
2. Bull rusher costs 100 TPE, for 410 required total. Speed would still take another 70 TPE, for 480 total.
3. Getting speed 45=>75, endurance 40=>80, and competitiveness 80=>90, would take another 270 TPE, for 680 total earned TPE.
4. At this point, role model needs int 40=>70, competitor is set, and perceptive needs just agility 50=>60. Together that takes another 70 TPE for 750 total required.
5. Buying the other 3 traits would take 150, totaling 900 TPE needed.
6. Max all remaining stats would take another 325 TPE, for 1225 total TPE needed to max out.
Speed rusher (capstone trait - speed rusher)
1. Getting agility 55=>90, hands 20=>60, and endurance 40=>80, requires 330 TPE. Max speed (50=>80) would take another 90 TPE, for 420 total.
2. Speed rusher costs 100 TPE, for 430 required total. Speed would still take another 90 TPE, for 520 total.
3. Getting strength 55=>85, speed 50=>80, and competitiveness 50=>85, would take another 360 TPE, for 790 total earned TPE.
4. At this point, role model needs int 45=>70, competitor is set, and perceptive is set. That takes just another 45 TPE for 835 total required.
5. Buying the other 3 traits would take 150, totaling 985 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1215 total TPE needed to max out.
LB
Similarly to RB, LB's highest cost trait for all roles is athlete. Unlike RB, however, I could see that ending up as an important one outside of speed rusher for the pass rusher role.
High priority stats per previous recommendations: Strength, speed, endurance (+competitiveness)
Speed rusher
1. Getting speed 55=>80, agility 55=>85, and endurance 40=>80, requires 310 TPE. Max speed (80=>90) would take another 100 TPE, for 410 total.
2. Athlete costs 100 TPE, for 410 required total. Max speed would still take another 100 TPE, for 510 total.
3. Getting strength 50=>85, speed 80=>90, and competitiveness 50=>90, would take another 330 TPE, for 740 total earned TPE.
4. At this point, speed rusher need agility 85=>90, competitor is set, and role model needs int 40=>70. Together, those take another 100 TPE for 840 total required.
5. Buying the other 3 traits would take 150, totaling 990 TPE needed.
6. Max all remaining stats would take another 300 TPE, for 1290 total TPE needed to max out.
Versatile LB
1. Getting speed 45=>80, agility 50=>85, and endurance 40=>80, requires 335 TPE. That is the max speed for this archetype.
2. Athlete costs 100 TPE, for 435 required total.
3. Getting strength 55=>90 and competitiveness 45=>85, would take another 325 TPE, for 760 total earned TPE.
4. At this point, perceptive need int 45=>70, competitor is set, and role model is now set. The int takes another 45 TPE for 805 total required.
5. Buying the other 3 traits would take 150, totaling 955 TPE needed.
6. Max all remaining stats would take another 340 TPE, for 1295 total TPE needed to max out.
Coverage LB
1. Getting speed 50=>80, agility 55=>85, and endurance 40=>80, requires 320 TPE. Max speed (80=>85) would take another 50 TPE, for 370 total.
2. Athlete costs 100 TPE, for 420 required total. Max speed (80=>85) would take another 50 TPE, for 470 total.
3. Getting strength 45=>80, speed 80=>85, and competitiveness 40=>80, would take another 245 TPE, for 665 total earned TPE.
4. At this point, perceptive need int 50=>70, competitor is set, and role model is now set. The int takes another 40 TPE for 705 total required.
5. Buying the other 3 traits would take 150, totaling 855 TPE needed.
6. Max all remaining stats would take another 445 TPE, for 1300 total TPE needed to max out.
CB
All CB traits cost 50, but each archetype has one named for said archetype and so I will name that one as the capstone trait.
High priority stats per previous recommendations: Speed, hands, endurance (+competitiveness)
Cover corner (capstone trait - shut down corner)
1. Getting agility 55=>75, int 55=>75, and hands 45=>75, requires 180 TPE. Max speed (70=>100) would take another 350 TPE, for 530 total.
2. Shut down corner costs 50 TPE, for 230 required total. Max speed (70=>100) would take another 350 TPE, for 580 total.
3. Getting speed 70=>100, hands 75=>85, endurance 40=>80, and competitiveness 30=>70, would take another 585 TPE, for 815 total earned TPE.
4. At this point, role model is met, perceptive requires agility 75=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 100 TPE for 915 total required.
5. Buying the other 4 traits would take 200, totaling 1115 TPE needed.
6. Max all remaining stats would take another 160 TPE, for 1275 total TPE needed to max out.
Press corner (capstone trait - press corner)
I'm asking to clarify, but I'm assuming press corner = physical corner.
1. Getting strength 50=>75 and int 50=>75 requires 130 TPE. Max speed (55=>95) would take another 255 TPE, for 385 total.
2. Press corner costs 50 TPE, for 180 required total. Max speed would still take 255 more TPE, for 435 total.
3. Getting speed 55=>95, hands 40=>80, endurance 40=>80, and competitiveness 35=>80, would take another 560 TPE, for 740 total earned TPE.
4. At this point, role model is met, perceptive requires agility 55=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 155 TPE for 895 total required.
5. Buying the other 4 traits would take 200, totaling 1095 TPE needed.
6. Max all remaining stats would take another 155 TPE, for 1250 total TPE needed to max out.
Slot corner (capstone trait - press corner)
1. Getting speed 55=>75, int 55=>75, and tackling 40=>75, requires 185 TPE. Max speed (75=>95) would take another 200 TPE, for 385 total.
2. Slot corner costs 50 TPE, for 235 required total. Max speed would still take 200 more TPE, for 435 total.
3. Getting speed 75=>95, hands 35=>75, endurance 40=>80, and competitiveness 35=>75, would take another 260 TPE, for 695 total earned TPE.
4. At this point, role model is met, perceptive requires agility 55=>85 and int 75=>80, athlete is met, and competitor is met. The two stat increases take another 155 TPE for 850 total required.
5. Buying the other 4 traits would take 200, totaling 1050 TPE needed.
6. Max all remaining stats would take another 245 TPE, for 1295 total TPE needed to max out.
S
Two of the safeties have matching role traits (center fielder for CF and box safety for enforcer). I'm going to break my trend and go with those (plus perceptive for ball hawk) rather than athlete for all 3 since I think there's a little more clear and obvious recovery of the football association with the roles from those traits.
High priority stats per previous recommendations: Speed, hands (free safety only, but I'm going to count for all roles here), endurance (+competitiveness)
Center fielder (capstone trait - center fielder)
1. Getting agility 50=>85, int 40=>75, and hands 35=>75, requires 295 TPE. Max speed (55=>95) would take another 255 TPE, for 550 total.
2. The center fielder trait costs 50 TPE, for 345 required total. Max speed would still take 255 more TPE, for 600 total.
3. Getting speed 55=>95, endurance 40=>90, and competitiveness 35=>75, would take another 535 TPE, for 880 total earned TPE.
4. At this point, role model, athlete, and competitor all have their requirements met, leaving the TPE required at 880.
5. Buying the other 3 traits would take 200, totaling 1080 TPE needed.
6. Max all remaining stats would take another 210 TPE, for 1290 total TPE needed to max out.
Ball hawk (capstone trait - perceptive)
1. Getting agility 55=>85, int 40=>80, and hands 40=>75, requires 305 TPE. Max speed (55=>90) would take another 180 TPE, for 485 total.
2. The perceptive trait costs 50 TPE, for 355 required total. Max speed would still take 180 more TPE, for 535 total.
3. Getting speed 55=>90, hands 75=>80, endurance 40=>90, and competitiveness 40=>80, would take another 505 TPE, for 860 total earned TPE.
4. At this point, role model, athlete, and competitor all have their requirements met, leaving the TPE required at 860.
5. Buying the other 3 traits would take 200, totaling 1060 TPE needed.
6. Max all remaining stats would take another 230 TPE, for 1290 total TPE needed to max out.
Enforcer (capstone trait - box safety)
1. Getting strength 40=>75, int 50=>75, and tackling 40=>75, requires 215 TPE. Max speed (55=>90) would take another 180 TPE, for 395 total.
2. The box safety trait costs 50 TPE, for 265 required total. Max speed would still take 180 more TPE, for 445 total.
3. Getting speed 55=>90, endurance 40=>90, and competitiveness 45=>85, would take another 575 TPE, for 840 total earned TPE.
4. At this point, role model is met, athlete needs agility 50=>80, and competitor is met, needing 90 more TPE needed and a total TPE required at 930.
5. Buying the other 3 traits would take 200, totaling 1130 TPE needed.
6. Max all remaining stats would take another 160 TPE, for 1290 total TPE needed to max out.
K/P
Kickers have weird traits in that they let you get better at the stat your kicker is worse at (power kickers get + max accuracy traits and v/v). As a result, I'm going to treat the first (cheaper) trait as the capstone since it's a good checkpoint even though it's not really the culmination of their kicking style.
High priority stats per previous recommendations: Kick power (aka distance), accuracy
Accurate (capstone trait - steel toe boots)
1. Getting distance 60=>90 and accuracy 70=>100 requires 520 TPE. Kickers don't have speed, which is conceptually weird.
2. The steel toe boot trait costs 150 TPE, for 670 required total.
3. Getting the next 5 points in distance allowed by the trait would cost another 75 TPE, for 745 total. Also, the player builder doesn't update maximums for these traits.
4. Step 3 gets to the minimum required to unlock bionic leg, so we're still at 745 TPE needed.
5. Bionic leg costs 200, totaling 945 TPE needed.
6. Max all remaining stats would take another 370 TPE, for 1315 total TPE needed to max out.
Accurate (capstone trait - straight shooter)
1. Getting distance 70=>100and accuracy 60=>90requires 520 TPE. This is exactly the same as the accuracy archetype, but reversing power/accuracy.
2. The straight shooter trait costs 150 TPE, for 670 required total.
3. Getting the next 5 points in accuracy allowed by the trait would cost another 75 TPE, for 745 total.
4. Step 3 gets to the minimum required to unlock laser sights, so we're still at 745 TPE needed.
5. Laser sights costs 200, totaling 945 TPE needed.
6. Max all remaining stats would take another 370 TPE, for 1315 total TPE needed to max out.
Summary/statistics
One of the most interesting things that I learned from doing this exercise is that the TPE totals to get everything are very close to each other across all positions. The effectiveness of different positions/archetypes at different TPE totals will doubtlessly vary, but I think it's still a neat job that the sim team did to balance the numbers around what people can earn.
And on that note, how many people do actually earn enough TPE to hit these maximums? Well, based on the TPE tracker this very minute, here's the count of players who are above the TPE for the lowest total required archetype per position:
QB (1260): 0
RB (1275): 2
WR (1255): 0
TE (1235): 0
OL (1230): 0
DT (1230): 3
DE (1215): 1
LB (1290): 0
CB (1250): 1
S (1290): 1
K/P (1315): 0
So, with I think 2 weeks of earning prior to the next round of regression, only 8 players have enough TPE to completely max out the lowest archetype of their position. I wouldn't be surprised if that number doubles by the time that regression comes around, and it will also be interesting to see if the giant S22 class can blow those numbers away, but I'm currently feeling like it will give top earners more to do at the top end than now. Thanks to the migration team for going into such detail for this and creating what's looking to be a really interesting balance.
Update: Fixed coverage corner speed max and subtotals in the paragraph for the position. Didn't update the summary picture.
Update 2: This post announced some changes to caps/starting values and I'm probably not going to update everything - I think the biggest change is for pocket passer (40 less TPE to max), plus some of the offense/CBs had max competitiveness changed slightly.
Draft Steal (retired S35 CB) - Profile/Update | Wiki
Troen Egghands (retired S22 DE) - Profile | Update | Wiki