News ·

BuzzerBeater salary formula change (Season 73): what actually moved

By Ubiond · All news

Around 4-5 August 2026 (Season 72→73 rollover), BuzzerBeater shipped a new player salary formula, with a further adjustment shortly after. The numbers below compare the current live formula vs pre-S73.

This is a manager-facing summary of what seems to have moved. The % figures below are estimates from our BuzzerIQ models, fitted on large live player samples (pre vs post behaviour). Not official BB coefficients. Use them as a compass, then check your roster in the Salary & Cap Estimator.

TL;DR

  • Guards / SF (perimeter): IS is clearly more expensive than before. ID still costs on shorts (was almost free). Both still weigh less than PA / JS / OD.
  • JR and PA cheaper, especially PA on pure point guards and JR on shooting guards.
  • Bigs: classic IS/ID/RB with low SB slightly cheaper. SB (block) weighs more.
  • Overall, estimated salaries are a touch lower (roughly ~−1.5% median vs the old formula).

Skill weights by position

Here we show the approximate change in how much each skill weighs on that role's salary (current formula vs pre-S73). On PG/SG, ID and IS used to sit near zero (almost free). A raw "+%" from that baseline would look absurd, so we write ~0 → costs: they now have a real weight. On the wing, the big novelty is IS; SF ID weight is almost flat. In absolute terms ID/IS still weigh less than PA / JS / OD, so +1 training barely moves salary; stacked high ID or IS (see builds below) is what gets expensive.

PositionSkill~Δ role weightNote
PGPA~−7%Pure point guard cheaper
PGJR~−7%A bit cheaper
PGID~0 → costsWas almost free; high-ID shorts dearer
PGIS~0 → costsStronger than ID on PG; still below PA / OD
SGJR~−13%JR-heavy SG cheaper
SGID~0 → costsSame loophole closed as PG
SGIS~0 → costsClear IS tax on guards; still light vs OD / JS
SFIS~0 → costsMain new tax on the wing
SFID~−3%Almost flat vs old SF ID weight
SFJR~−9%Cheaper
PFIS / ID / RB~−3% to −4%Classic interiors a bit cheaper
PFSB (BL)~+38%Block weighs more
CIS / ID / RB~−4% to −7%ID down a bit more
CSB (BL)~+34%Block weighs more

Approximate salary shifts by build

Total player salary by position (max over roles). Order of magnitude, not a promise for every player:

Build~Δ salaryRead
Guard with high ID (ID ≥ 13)~+11%Loophole closed
SF with high ID (ID ≥ 13)~+12%Still dearer (IS + mix, not raw SF ID weight)
Guard with high IS (IS ≥ 14)~+13%IS tax on perimeter stronger
Pure PG (high PA, low ID/IS)~−14%PA / classic PG cheaper
JR-heavy guard~−4%Mild
Traditional big (high IS/ID/RB, low SB)~−4%Slightly cheaper
SB-heavy big (block ≥ 12)~+10%Block matters more

Training +1 ID/IS on a normal short still looks like a light secondary. The big jump is mainly stacked high ID or high IS (especially IS under the current formula), not from one ordinary training season.

Soft cap / potential

Soft cap was adjusted with the salary change. Directionally you see the same themes in "how full" a player looks: perimeter ID/IS count a bit more; block a bit more for bigs; pure PA / JR a hair less. Official weights are not published.

We do not get a "this player is capped" flag from BBAPI, only skills + potential. To improve estimates, we need community help:

Call to action

If you have trainees you know are soft-capped (training clearly at 1/3), share them on the BuzzerIQ Discord for study. A short list of known capped players beats guessing from one snapshot.

DMI & form decimals

In BuzzerIQ we use DMI to estimate game shape decimals (the hidden part of form between whole GS levels). Marin also confirmed DMI moved (tied to a changed hidden attribute), with an intent to keep levels similar. We are following the evolution over the next weeks via roster snapshots (season-open GS≈7, later GS=9). More concrete numbers once the sample has matured. No formula swap on day one.

Personal note (meta)

On bigs, I am fairly happy with the direction. If salary and cap both nudge toward more all-around interiors, and make pure "block-first, zero offense" less free, that helps break an old distortion: two stoppers parked as PGs because PA was nearly free on bigs, and IS-stuffed shorts parked as bigs. The vector is right. Fine-tuning will still come.

On the 3-2 / SB-heavy side, it will take time to see how higher IS on shorts, the soft cap, and more expensive SB actually shift the meta — especially blocker-heavy 3-2 setups.

On shorts, the current formula makes the IS side clearer: the IS tax on the perimeter is stronger than it looked right after rollover, while ID still costs on guards but SF ID weight is almost flat. We will understand more in the coming days as a community, also after developer statements.

Try it on your roster

Updated estimates are live in BuzzerIQ tools (salary estimator, training projections, roster). Feedback welcome on Discord.

Try BuzzerIQ →

BuzzerBeater Salary Formula Change (Season 73) Explained — BuzzerIQ