CFB 27 Coaching Abilities: Complete Guide
Derived from dynasty-tuning-binary.FTC (CFB 27), Head Coach talent tree order.
Values identical in patch 2 and patch 3.
Source: Talent / TalentDataInt / TalentDataTeamRelativeAbility.
Runtime: Team.CoachTalentEffects.
Win-streak length: PlayerXPBoostWinStreakGameCount = 3.
Executive summary
- Full HC talent tree with CP costs and HC / OC / DC values in unlock order (coordinators: trees 1–11 only).
- Staff stacks add (HC + OC + DC), then apply once. The multipliers are not chained.
- Position-split trees are bought per group; matching coordinator gets the larger tier (flip OC↔DC for defense).
- Program Builder / CEO store relative ability IDs (0–4 style tiers), not raw percents. Their sections explain each value.
- Focused deep dives: Player XP · Recruiting.
How to read this guide
Trees are listed in Head Coach unlock order. Coordinators get trees 1–11 (no Program Builder / CEO).
| Column | Meaning |
|---|---|
| CP | Coach Points to purchase |
| HC / OC / DC | Values from that staff role |
Stacking: HC + OC + DC add, then apply once (not chained multipliers).
Position-split trees (Motivator through Talent Developer, except Scheme Guru): each ability is bought per position group (QB, RB/FB, WR/TE, OL, DL, LB, DB, K/P). Tables show the offense-group OC/DC split (matching OC larger). Flip OC↔DC for defense groups. Notes identify cases where K/P follows the defense-side split.
Percent XP: xp = xp * (100 + totalBoost) / 100
Flat XP: added to the grant.
Scheme Guru / composure gameplay abilities store TalentDataInt = 0. They do not expose a percent in FranTk. At runtime they write an integer tier (0–7) onto Team.CoachTalentEffects (Offense_* / Defense_* fields). The gameplay meaning of each tier (fatigue %, shed chance, etc.) is handled in native code; see §6.
Deep dives: Player XP talents · Recruiting talents · Offseason XP math · Recruiting tunables
1. Motivator
Culture setter who is strong in player development
Archetype: Grow Together. 25 CP gives +7 XP whenever a player levels up (HC/OC/DC all 7).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Extra Gear | 15 | Tough+2, Stam+2, Inj+2 | see note | see note | rating boosts while talent owned |
| Hot Hand | 20 | 0 | 0 | 0 | stay Hot through timeouts / quarter / games |
| Put in Work | 25 | 5% | 3% | 2% | offseason training XP |
| Locked In | 30 | 0 | 0 | 0 | start 4th quarter Hot in close games |
Extra Gear matching coord ≈ Tough+1, Stam+2, Inj+1; off-side ≈ Tough+0, Stam+1, Inj+0 (defense flips).
K/P costs are lower for Hot Hand (10) / Locked In (15).
2. Tactician
Puts players in position to succeed on gameday
Archetype: Winner. 25 CP gives +450 coach XP per win (HC/OC/DC all 450).
Each position branch has four 20 CP rating-boost nodes (TeamAbilityBoost). Typical pattern: HC +2 / matching coord +2 / off-side +1 (K/P uses +1 across the board).
Passing Game (QB)
| Ability | HC ratings |
|---|---|
| Mobile QB Ratings Boost | Throw on Run +2, COD +2 |
| Passing QB Ratings Boost | Break Sack +2, Throw Under Pressure +1 |
| Mobile QB Ratings Boost 2 | Spin +2, Juke +2, BC Vision +2 |
| Passing QB Ratings Boost 2 | Short Acc +2, Mid Acc +2 |
Running Game (RB/FB)
| Ability | HC ratings |
|---|---|
| RB/FB Ratings Boost | Pass Block +2, Run Block +2 |
| RB/FB Ratings Boost 2 | Trucking +2, Break Tackle +2 |
| RB/FB Ratings Boost 3 | BC Vision +2, Juke +2, Spin +2 |
| RB/FB Ratings Boost 4 | Catching +2, Short Route +2 |
Receiving Game (WR/TE)
| Ability | HC ratings |
|---|---|
| WR/TE Ratings Boost | Run Block Power +2, Run Block Finesse +2 |
| WR/TE Ratings Boost 2 | Juke +2, Spin +2 |
| WR/TE Ratings Boost 3 | Short Route +2, Medium Route +2 |
| WR/TE Ratings Boost 4 | Catching +2, Catch in Traffic +2 |
Blocking (OL)
| Ability | HC ratings |
|---|---|
| Pass Blocking OL | Pass Block +2, Impact Block +2 |
| Run Blocking OL | Run Block +2, Lead Block +2 |
| Finesse OL | Pass Block Finesse +2, Run Block Finesse +2 |
| Power OL | Run Block Power +2, Pass Block Power +2 |
Defensive Line / Linebackers / Secondary
Same +2 HC pattern on paired ratings (moves, shed, coverage, tackle, pursuit, play recog, etc.). Matching DC gets +2; OC gets +1.
Specialists (K/P)
| Ability | HC / OC / DC |
|---|---|
| K/P Rating Boost 1–2 | Kick Accuracy +1 |
| K/P Rating Boost 3–4 | Kick Power +1 |
3. Recruiter
Good at talent acquisition
Archetype: Firm Handshakes. 25 CP gives +100 coach XP per signed recruit (HC/OC/DC all 100).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Advanced Look | 15 | 1 | 1 | 0 | faster scouting (steps) |
| Persuasive Personality | 20 | 30 | 15 | 0 | sway chance points |
| Magnetic Personality | 25 | 10 | 4 | 2 | HS starting interest |
| Portal King | 30 | 10 | 4 | 2 | transfer starting interest |
Max stacks (offense): Persuasive 45, Magnetic/Portal King 16.
4. Master Motivator
Can get anyone to run through a brick wall
Archetype: Let’s Grow. 15 CP gives +15 XP on every player level-up (HC/OC/DC all 15).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Quick Recovery | 25 | 15 | 5 | 5 | faster wear-and-tear recovery |
| Icy Veins | 30 | 0 | 0 | 0 | start games with composure boost |
| Family Atmosphere | 35 | 20 | 10 | 5 | less likely to transfer |
| Everybody Eats | 40 | 5% | 3% | 2% | all XP gains |
Max: Quick Recovery 25, Family Atmosphere 35, Everybody Eats 10%.
5. Architect
Master at getting the most out of their players within a scheme
Archetype: Max Gains. 15 CP gives +400 XP when a player maxes a skill group (HC/OC/DC all 400).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Can’t Stop, Won’t Stop | 25 | 300 | 200 | 100 | flat XP every 3-game win streak |
| Star Maker | 30 | 10% | 5% | 2% | starters gain XP faster |
| Limitless | 35 | 10 | 5 | 2 | chance to raise random skill cap on level-up |
| Put a Ring on It | 40 | 50 | 25 | 25 | chance to raise best skill cap on conf/nat title |
Max: Can’t Stop 600 XP, Star Maker 17%, Limitless 17, Put a Ring 100.
6. Scheme Guru
A master of the chess game
Archetype: Winners Win. 15 CP gives +900 coach XP per win (HC/OC/DC all 900).
Scheme branches are not position-split. Abilities cost 30 CP.
Why there are no hard percentages here
Unlike XP / recruiting talents (where HC/OC/DC are readable ints like 5% or +100), every Scheme Guru gameplay node stores TalentDataInt = 0 for HC, OC, and DC. FranTk does not contain “Battery Pack = −X% fatigue.”
What is readable:
- Effect field: which
CoachTalentEffectsmeter the ability hits (e.g.Offense_ReducedTeamFatigue). - Runtime tier: owning the ability updates that meter on
Team.CoachTalentEffectsto an integer 0–7 (schema max). Live saves show tiers commonly at 1 / 2 / 4, sometimes stacked up to 7 when staff share related effects. - UI copy: “slightly” vs “significantly” pairs use different meters (e.g.
Offense_HFAProtectvsOffense_HFAProtect2), not a larger int on the same talent. - Shared meters: some abilities write the same field (e.g. Cardio Kings and He Shed both use
Defense_DLineWinChance), so they can stack on one tier.
What is not in tuning: the conversion from tier → in-game magnitude. That mapping is native. Getting real percents needs binary RE or controlled A/B tests.
Tables below list each ability with its effect meter and the in-game description.
Fast Tempo Offense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Battery Pack | Offense_ReducedTeamFatigue | offense fatigues slower in hurry-up |
| Caught Napping | Offense_DefNotLookingBonus | delay before defenders look to sideline at snap |
| On Their Heels | Offense_QuickSnapBonus | composure boost on 1st downs in hurry-up |
| Tipped Your Hand | Offense_SeeDefCoverageInc | chance to see coverage shell in hurry-up |
Pass Game Offense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Take what’s there | Offense_ShortPassBoost | catch boost ≤10 yards |
| Chew Up Yards | Offense_MedPassBoost | catch boost ≤20 yards |
| Stretch the Field | Offense_LongPassBoost | catch boost anywhere |
| We See You | Offense_OLBlitzDetection | post-snap blitz detection |
Ground & Pound Offense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Wear ‘Em Down | Offense_DefFatigueDLOnCarry | DL fatigue hit every 4+ yard rush |
| Demoralizing | Offense_DefFatigueBoxDefOnCarry | DL & LB fatigue hit every 4+ yard rush |
| Keep Blocks Longer | Offense_ImprovedDisengage | defenders disengage from run blocks less |
| To the Whistle | Offense_HoldBlocksLonger | defenders shed run blocks less |
Discipline: Offense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Hater Blockers | Offense_HFAProtect | slight road crowd-noise reduction |
| Teflon | Offense_HFAProtect2 | large road crowd-noise reduction |
| Polished | Offense_PenaltyProtect | slightly fewer offensive penalties |
| Clean Sheet Offense | Offense_PenaltyProtect2 | significantly fewer offensive penalties |
Fast Tempo Defense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Gas Tank | Defense_ReducedTeamFatigue | defenders fatigue slower |
| Not So Fast | Defense_QuickSnapProtection | faster defender sideline look at snap |
| Cardio Kings | Defense_DLineWinChance | DL keep shed ability vs hurry-up |
| Camouflaged Coverage | Defense_RunDisguisedBoost | harder to see shell in hurry-up |
Pass Game Defense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Puncher’s chance | Defense_ShortPassDef | knockout chance ≤10 yards |
| No Mid Here | Defense_MedPassDef | knockout chance ≤20 yards |
| Nothing Deep | Defense_LongPassDef | knockout chance anywhere |
| Master of Disguise | Defense_OLBlitzDef | protection from post-snap blitz detection |
Ground & Pound Defense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Keep ‘Em Coming | Defense_CntrDefFatigueDLOnCarry | DL fatigue slower on runs |
| Fresh Legs | Defense_CntrDefFatigueBoxDefOnCarry | DL & LB fatigue slower on runs |
| Hands Off | Defense_OffensiveDisengageLimit | better disengage on runs |
| He Shed | Defense_DLineWinChance | less time between shed attempts (same meter as Cardio Kings) |
Discipline: Defense
| Ability | Effect meter | What it does (UI) |
|---|---|---|
| Unfriendly Confines | Defense_HFABoost | slight home crowd-noise boost |
| Too Loud??? | Defense_HFABoost2 | large home crowd-noise boost |
| No Free Yards | Defense_PenaltyProtect | slightly fewer defensive penalties |
| Clean Sheet Defense | Defense_PenaltyProtect2 | significantly fewer defensive penalties |
7. Strategist
Perfect blend of X’s and O’s and talent acquisition
Archetype: Show Don’t Tell. 15 CP gives +1000 player XP per visiting prospect when you win (HC/OC/DC all 1000).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Making Friends | 25 | 20 | 15 | 15 | complimentary-visit influence |
| Hospitality | 30 | 15 | 5 | 5 | visit impact |
| Lower the Bar | 35 | 2 | 1 | 0 | lower dealbreaker threshold |
| Mind Reader | 40 | 30 | 30 | 15 | scouting trait-reveal chance |
Max: Making Friends 50, Hospitality 25, Mind Reader 75.
8. Elite Recruiter
The best of the best at talent acquisition
Archetype: Firmer Handshakes. 15 CP gives +200 coach XP per signed recruit (HC/OC/DC all 200).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Ideal Situation | 25 | 3 | 3 | 3 | ideal-pitch letter-grade steps |
| Upsell | 30 | 10 | 5 | 5 | flat points from My School grades |
| Most Influential | 35 | 5 | 3 | 2 | flat action influence |
| Always Be Crootin’ | 40 | 15 | 10 | 5 | weekly recruiting hours |
Max: Ideal Situation 9 grades, Upsell 20, Most Influential 10, Always Be Crootin’ 30 hours.
(Defense / K/P Always Be Crootin’ uses OC 5 / DC 10.)
K/P Always Be Crootin’ costs 20 CP.
9. Talent Developer
Great at acquiring and developing talent
Archetype: Draft Dividends. 15 CP gives +2000 coach XP when a player is drafted (HC/OC/DC all 2000).
| Ability | CP | HC | OC | DC | What it does |
|---|---|---|---|---|---|
| Field Study | 25 | 5% | 3% | 2% | in-game goal XP |
| Whisperer | 30 | 10% | 5% | 2% | FR/SO progress faster |
| Home Sweet Home | 35 | 100 | 50 | 50 | pipeline action bonus |
| Pay it Forward | 40 | varies | varies | varies | player XP when same-pos drafted |
Max: Field Study 10%, Whisperer 17%, Home Sweet Home 200.
K/P Whisperer / Field Study / Pay it Forward cost 15 / 25 / 20 CP.
Pay it Forward (flat player XP)
| Pos | HC | OC | DC |
|---|---|---|---|
| QB | 4000 | 4000 | 1000 |
| RB | 5000 | 2000 | 1000 |
| WR/TE | 4000 | 1500 | 1000 |
| OL | 4000 | 1500 | 1000 |
| DL / LB / DB | 4000 | 1000 | 1500 |
| K/P | 7000 | 3000 | 1000 |
10. Rainmaker
Exclusively for MVP+ members. Available to HC and coordinators.
Not position-split: every role stores the same int. Staff contributions add into one CoachTalentEffects field (all of these are 0–100 CTE ints). Max stack = HC + OC + DC when all three own the node.
| Ability | CP | HC | OC | DC | Max stack | What each role’s value is | Effect |
|---|---|---|---|---|---|---|---|
| Deal Maker | 15 | 10 | 10 | 10 | 30 | +10 flat recruiting influence from NIL offers | ProgramPoints_RecruitingNILIncreaseInfluence |
| Budget Booster | 15 | 5 | 5 | 5 | 15 | +5 on Dynasty Points earned from My School grades (0–100 CTE; best reading +5%, same scale as XP % talents) | ProgramPoints_IncreasePointsFromGrades |
| Staying Power | 15 | 5 | 5 | 5 | 15 | +5 weight on how much a NIL offer reduces leave/transfer risk (UI: “increase NIL impact on Risk of Leaving”) | ProgramPoints_DecreaseRiskOfTransfer |
| Contract Incentives | 15 | 10 | 10 | 10 | 30 | +10 on Dynasty Points from AD expectation goals (0–100 CTE; best reading +10%) | ProgramPoints_IncreaseRewardContract |
Deal Maker is the clearest unit: same family as other *Influence* recruiting boosts (flat interest/influence points). SoftSell base 20 + HC Deal Maker alone → +10 NIL-piece influence on top of whatever the offer already granted. Offer÷expectation spline: NIL Offer → Recruiting Influence.
Budget Booster / Contract Incentives: FranTk does not expose the Dynasty Point apply formula. Stored values sit on the same 0–100 CTE scale as percent XP talents (Practice_IncreaseXPEarned, Coach_XPBoost_GoalComplete), so percent-of-award is the reading that best matches the schema; treat exact % vs flat DP as inferred until A/B confirmed.
Staying Power: despite the DecreaseRiskOfTransfer effect name, in-game text describes amplifying NIL’s effect on leave risk rather than a standalone leave-chance cut like Roster Retention abilities.
11. Visionary
Awarded for creating a coach in Madden 27. Available to HC and coordinators.
Same pattern as Rainmaker: equal HC/OC/DC ints, additive stack, 0–100 CTE fields.
| Ability | CP | HC | OC | DC | Max stack | What each role’s value is | Effect |
|---|---|---|---|---|---|---|---|
| Pro Pipeline | 15 | 10 | 10 | 10 | 30 | +10 draft-stock points (0–100 CTE; round mapping is native) | PlayersLeaving_IncreaseDraftStock |
| Practice Makes Perfect | 15 | 5 | 5 | 5 | 15 | +5% practice XP (xp * (100 + total) / 100) | Practice_IncreaseXPEarned |
| Hot Start | 15 | 5 | 5 | 5 | 15 | +5 chance points to start Hot from practice | Practice_IncreaseHotChance |
| Signing Bonus | 15 | 10 | 10 | 10 | 30 | +10 annual coach points awarded by the program / on contract cycle | CoachCarousel_IncreaseCoachPoints_NewContract |
Practice Makes Perfect mirrors other percent XP talents (Everybody Eats, Put in Work): HC alone is a small bump; full staff is +15% on practice XP grants.
Hot Start adds chance points to the Hot composure roll from practice. It does not guarantee Hot and is separate from CEO Gasoline (big-game Hot-start flag with TalentDataInt = 0).
Pro Pipeline raises NFL draft stock on the 0–100 CTE field; how many stock points move a player across draft rounds is native.
Signing Bonus is a flat CP add to the annual / new-contract coach-point award (description: “annual Coach Points award from your program”), not a % discount like Bundle Discount / Friends & Family.
12. Program Builder (HC only)
Head coach who can oversee everything
Archetype: Winning Together. 70 CP gives +75 flat coach XP when a school grade or prestige increases (School_XPBoost_Prestige).
HC-only tree. There is no single unit for the HC column. Each ability stores a raw TalentDataInt used differently by native code. Readings below come from effect names, schema caps, in-game text, and comparison to known recruiting/XP baselines.
Coaching Family
Effect family: coordinator contracts / hire pool.
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Forever Home | 40 | 50 | chance points reducing how often coordinators get poached | Contracts_Coordinators_LessPoached |
| Deal Sweetener | 40 | 4 | chance points increasing coordinator offer acceptance | Contracts_Coordinators_AcceptMoreOften |
| Cream of the Crop | 40 | 4 | hire-pool quality weight (not a literal candidate count) | Contracts_Coordinators_BetterCandidates |
Exact % conversion for the chance/weight ints is native (not in FranTk).
Set The Tone
HFA momentum fields are readable 0–100 ints (unlike Scheme Guru composure nodes that store 0 and only write CTE tiers).
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Home Field Advantage | 40 | 10 | +10 HFA momentum vs away team in home games | HFA_BoostMomentum_HomeGames |
| Road Warriors | 40 | 10 | +10 counter to opponent HFA momentum on the road | HFA_CounterMomentum |
| Not Intimidated | 40 | 10 | +10 HFA momentum help in rivalry games | HFA_BoostMomentum_RivalGames |
Roster Retention
Effect family: NFL-leave chance reduction by draft band. HC ints are chance points subtracted from leave likelihood (exact % mapping native).
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Best Advice | 40 | 10 | −10 leave-chance points for 3rd–7th round projections | PlayersLeaving_LeaveForProsChanceLate |
| Let’s Run It Back | 40 | 10 | −10 leave-chance points for 2nd round | PlayersLeaving_LeaveForProsChance2nd |
| Delay Sunday | 40 | 20 | −20 leave-chance points for 1st round | PlayersLeaving_LeaveForProsChance1st |
High Integrity
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Gift of Gab | 40 | 3 | +3 persuade attempts per season (literal count) | PlayersLeaving_AdditionalPersuadeAttempts |
| Roster Retainer | 40 | 10 | +10 chance points on persuade success rate | PlayersLeaving_BoostPersuadeRate |
| Full Refund | 40 | 1 | bool on; successful persuade refunds the attempt | PlayersLeaving_FreePersuade |
Inside Track
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Smart Goals | 40 | 25 | +25% coach XP from completed goals (xp * (100+25)/100) | Coach_XPBoost_GoalComplete |
| Portal Preview | 40 | 1 | bool on; see other schools’ At Risk players | Recruiting_SeeAtRiskPlayers_OtherTeams |
| Friends & Family Discount | 40 | 50 | stored weight 50; in-game text: archetypes cost −20 CP per staff coach who owns that archetype | Talents_CoachPointDiscount_NewArcheType |
For Friends & Family, treat −20 CP (UI) as the effective discount per matching coach. The stored 50 does not equal that CP amount 1:1.
Relationship Builder
Here the HC value is the pipeline count / tier amount.
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Invest | 40 | 2 | your top 2 pipelines each get +1 tier | PIpeline_LevelBoost_Top2 |
| Making Inroads | 40 | 5 | your top 5 pipelines each get +1 tier | PIpeline_LevelBoost_Top5 |
| Share the Wealth | 40 | 5 | your bottom 5 pipelines each get +1 tier | PIpeline_LevelBoost_Bottom5 |
Strong Roots
| Ability | CP | HC | What the HC value is | Effect |
|---|---|---|---|---|
| Giving Back | 40 | 1 | +1 tier to primary (alma mater) pipeline | PIpeline_LevelBoost_AlmaMater |
| Household Name | 40 | 10 | +10 flat starting interest for primary-pipeline recruits | Recruiting_InfluenceBoost_PipelineStart |
| Hometown Discount | 40 | 25 | +25 flat influence on recruiting actions vs primary-pipeline recruits | Recruiting_Action_InfluenceBoost_Pipeline |
Worked examples for Household Name / Hometown Discount: Recruiting talents.
13. CEO (HC only)
Elite head coach who has won a National Title
Archetype: Big Game Bonus. 90 CP gives +12,500 flat coach XP for playoff wins (GameResults_XPBoost_BigWin).
All ability nodes 40 CP. Same rule as Program Builder: HC is raw TalentDataInt; units differ per ability.
| Ability | HC | What the HC value is | Effect |
|---|---|---|---|
| Gainz Getter | 20 | added into chanceBoost = 100 + 20 → 1.20× relative multiplier on dev-trait upgrade chance | Training_ChanceBoost_DevTrait |
| Second Chance Keeper | 1 | bool on; second persuade if the first fails | PlayersLeaving_SecondPersuade |
| Lasting Impression | 5 | +5 flat interest per 10 hours spent on a recruit | Recruiting_PointsBoost_Accelerate |
| More the Merrier | 4 | +4 weekly visit slots on top of base MaxRecruitVisitsPerWeek (4) → 8 | Recruiting_Visits_Increase |
| Gasoline | 0 | composure Hot-start flag (magnitude not in FranTk; CTE/composure pattern) | Composure_HotStart_BigGame |
| Last Dance | 100 | UI: +100 interest per prior visit elsewhere before yours; effect name is Recruiting_BoostChance_DevTraitUnlock (chance-style), while the interest reading matches UI text | Recruiting_BoostChance_DevTraitUnlock |
| Dream School | 10 | +10 chance points to instant-commit when you offer as their #1 school | Recruiting_BoostCommitChanceOn1st |
| Bundle Discount | 5 | stored weight 5; in-game text: abilities cost −2 CP per staff coach who already owns that ability | Talents_CoachPointDiscount_SameTalents |
| Senior Superlatives | 1 | +1 to every skill-group cap for rising seniors | Training_SkillGroupIncrease_Seniors |
Gainz Getter (FranTk-readable):
chanceBoost = 100 + 20 // = 120
increaseChance = increaseChance * chanceBoost / 100
This is +20 on the 100-base chanceBoost scale, not 20 percentage points on the final roll.
Lasting Impression (RecruitingPointsBoostAccelerate_Divisor = 10, weekly hour cap 50):
10h → +5 · 30h → +15 · 50h → +25 interest on top of the hours actions themselves.
Dream School / Lasting Impression examples: Recruiting talents.
Gainz Getter detail: Player XP talents.
Quick XP stack (player progression)
Best trees for raw player XP rate:
| Tree | Ability | Max contribution |
|---|---|---|
| Master Motivator | Everybody Eats | +10% all XP |
| Motivator | Put in Work | +10% offseason |
| Architect | Star Maker | +17% starters |
| Talent Developer | Whisperer | +17% FR/SO |
| Architect | Can’t Stop | +600 XP / 3-win streak |
| CEO | Gainz Getter | 1.20× trait-upgrade chance |
| Architect / Motivator / Master Mot. | Max Gains / Grow Together / Let’s Grow | flat milestone XP |
Additive % ceiling on an underclassman starter offseason grant:
Everybody Eats 10 + Put in Work 10 + Star Maker 17 + Whisperer 17 = +54%, then × DevTrait.
Caveats
- Talent definitions unchanged patch 2 → patch 3.
- Program Builder and CEO are HC-only; coordinators stop at Visionary.
- Scheme Guru gameplay abilities store
TalentDataInt = 0. They updateCoachTalentEffectstiers (0–7); FranTk does not expose the tier→gameplay magnitude. Motivator composure nodes (Hot Hand, Locked In, Icy Veins, Gasoline) are the same pattern. - Program Builder HFA abilities (
Home Field Advantage, etc.) are different: those use 0–100 fields with readable talent values (e.g. 10). - Some
Talentrows exist in tuning but are not on any OrderedTalentNodeList (e.g. Cross train, Film Junkies, Reach Your Potential, Legacy), so they are omitted here. - Deeper baselines: Recruiting talents, Recruiting tunables, Offseason XP math, Player XP talents.