Shindigs wrote:On the note of CA and PA, could you elaborate a bit more into exactly how that works.
CA = Current Ability
PA = Potential Ability
Current Ability “connects” to Attributes.
With EHM07 there was an Average-Minimum-Maximum Attribute values for different CAs…..but when I discovered EHM in 2010 and started testing I found it wasn’t so simple and straightforward…the guidelines don’t apply to all Attributes! Some Attributes are more “either/or” and not really a rating/value (like Pass Tendency) & some Attributes grew/developed/changed and some did not! And of the ones that grew/developed/changed, some did so “normally” and some did so very rarely and in small increments
The new EHM is different again!
- Attributes that rarely developed much now develop more
- Attributes that didn’t develop in EHM07 now do
- And Player Roles now affected Player Development (how Attributes are distributed/developed)
Shindigs wrote: My understanding is that they can be in multiple brackets of PA, some with huge variance which leads to those players you have 2 scouts saying 1 star, 2 saying 5 star etc. Then you have the "sure things" who have a fairly low variance, but they can come in different PA's like 200 was Gretzky mode if I recall correctly?
PA is “Potential Ability” (the maximum CA a player can reach).
Many players (typically age 24 and older) have a “set” PA.
As necessary PA is determined at startup, and when a player is “regenerated” – in the database itself players under age 24 are given a “variable PA” by researchers as #1 it’s hard to predict/determine the talent of young players and #2 so that each new game started the player receives a different PA within a given range, thus adding to game “replay value”
For example, in the TBL 8.2 database top PAs include Crosby/Toews at 192, Price at 190, Stamkos/Tavares/Ocheckin at 186, etc.....while there are four -10 players (McDavid, Veleno, Eichel and Matthews)
Here’s the PA Chart from the Attribute Guide (wording slightly updated)
-1 PA will be 1-20 (likely to retire young/keep getting recycled back into the regen pool)
-2 PA will be 10-40
-3 PA will be 30-60
-4 PA will be 50-80
-5 Potential will be 70-100 (Major Junior/lower leagues)
-6 Potential will be 90-120 (AHL)
-7 Potential will be 110-140 (Elite League talent level)
-8 Potential will be between 130-160 (rare – a top prospect); NHLers
-9 Potential will be between 150-180 (very rare – a “top 10” type prospect); Good/Top NHLers
-10 Potential will be between 170-200 (top player available in a draft, but not every year)
-11 Potential will be between 20-80
-12 Potential will be between 40-100
-13 Potential will be between 60-130
-14 Potential will be between 90-160 (intended for very young, hard-to-predict top prospects)
-15 Potential will be between 110-190 (intended for very young, hard-to-predict top prospects)
Shindigs wrote:The way the wiki post was written the roll of Off/Def seemed to decide how much attributes they have in the "offensive" or "defensive" attributes, explaning the players with 16+ acc/spe and like 5 sta/str.
Sounds like it could be written better

(I believe that’s how it might have worked prior to EHM07).
Shindigs wrote:The way the wiki post was written the roll of Off/Def seemed to decide how much attributes they have in the "offensive" or "defensive" attributes, explaning the players with 16+ acc/spe and like 5 sta/str. But then there is also the Player Role Off/Def roll? These are two different things right, one only affects how much visible attributes the player has in the two fields, and the other describes how willing they are to use said attributes on the ice? It gets a bit confusing at times.
No, same thing.
Every Player has a Player Role, and an Offensive Role value/rating, and a Defensive Role value/rating, and a CA (Current Ability) and PA (Potential Ability), and they’re all hidden! HaHa
As I noted earlier,
for Offensive Role and Defensive Role each hidden 1-20 rating indicates #1 a willingness/interest in playing offense/defense & #2 an understanding of offensive/defensive play & #3 also connects somewhat to ability to play offense/defense
If you’re new to EHM I think it’s important for me to note, so you have “context” for everything, is that until last spring EHM was a “dead” game. EHM07 was released in late 2006 and by early 2007 it was a dead game…and this community and a small number of volunteers really kept it alive! The creation of editors and updated rosters and patches to fix things was all done by volunteers…and then suddenly a year ago there was a new EHM!
The developer Riz had always said he never said never and hoped for an EHM return someday. He created the game as freeware almost 20 years ago, then versions with SI in 2004/2005/2006…..it’s really “his baby” and he worked on it in his personal time and that’s what brought it back (which made us EHM07 fans very happy!). But the ongoing development is mostly one guy, when he’s not working on FM, who’s doing the work + a very small group of volunteers doing the rosters/testing (like you and I).
I myself am happy the dead game is back! It’s a niche game, and it comes secondary to FM, and I accept that! I wish/dream it was different for sure! But it’s not, and I try to be realistic…and at less than $20 (currently only $5) it’s great value IMO! And editing capabilities are growing! and via testing/discussion we’re learning more!
As a guy who worked on a dead game for 5 years I’m thrilled with the slow & steady progress being made
P.S. IMO you really need to download/familiarize yourself with the EHM Updater and EHM Assistant and use them in your testing – the Updater to look at the database before you start a test and the Assistant to look at your test game data (both the Updater and the Assistant export the whole database into excel spreadsheets).