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 Post subject: Formula to determine ratings of players and such?
PostPosted: Thu Jun 14, 2012 6:30 pm 
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I need a system to determine batting average and such so I can edit just the main attributes of the players. Eric Davis 44 probably has something like that. But if anyone can show it to me that would be great.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Thu Jun 14, 2012 6:45 pm 
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AgentP made one a while back, and ED hasn't got a 2012 Batting update up yet.

http://www.mlbppworld.com/viewtopic.php?f=11&t=6478

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Thu Jun 14, 2012 6:49 pm 
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Thanks, I am doing this for the 2007 version atm and will use it to re edit the lineups.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Thu Jun 14, 2012 8:03 pm 
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shuuto12 wrote:
I need a system to determine batting average and such so I can edit just the main attributes of the players. Eric Davis 44 probably has something like that. But if anyone can show it to me that would be great.


I can post a tutorial for getting R/L splits and converting them to CON using Excel if you like. Same with TRJ/PWR/SPD/ARM/FLD/ERES, and pitchers.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Fri Jun 15, 2012 10:25 am 
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If you could that would be awesome! Thanks.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Fri Jun 15, 2012 7:04 pm 
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I'll definitely start working on a 2012 roster if you post that


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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Sun Jul 08, 2012 3:20 am 
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Just ran a quick CON test. I set the CON rating for all Red Sox players at 3 (leaving their special abilities) and turned off player improvement to see what would happen. Not much changed. I simulated a season and the team still raked. Ortiz hit over .400 with 240 hits. Almost every player hit much like they would have. More evidence for how strong those blue abilities and batting stances are.

To set up a true sim league, you would probably have to really, and I mean REALLY cut down on the distribution of blue abilities. Not only that, but when using AVG to determine CON, you should definitely subtract homers from the equation. In other words, the higher a player's PWR, the lower his CON should be in relation to his expected AVG. The same goes for SPD.

Offensively speaking, players in the draft pool might be weak in relation to the default players, but draft players are more in line with reality.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Mon Jul 09, 2012 6:38 am 
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Eric Davis 44 wrote:
Just ran a quick CON test. I set the CON rating for all Red Sox players at 3 (leaving their special abilities) and turned off player improvement to see what would happen. Not much changed. I simulated a season and the team still raked. Ortiz hit over .400 with 240 hits. Almost every player hit much like they would have. More evidence for how strong those blue abilities and batting stances are.

To set up a true sim league, you would probably have to really, and I mean REALLY cut down on the distribution of blue abilities. Not only that, but when using AVG to determine CON, you should definitely subtract homers from the equation. In other words, the higher a player's PWR, the lower his CON should be in relation to his expected AVG. The same goes for SPD.

Offensively speaking, players in the draft pool might be weak in relation to the default players, but draft players are more in line with reality.


So the blue abilities really really matter then, I'm guessing most players in the game do not need blue abilities that much then

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Mon Jul 09, 2012 12:43 pm 
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shuuto12 wrote:
Eric Davis 44 wrote:
Just ran a quick CON test. I set the CON rating for all Red Sox players at 3 (leaving their special abilities) and turned off player improvement to see what would happen. Not much changed. I simulated a season and the team still raked. Ortiz hit over .400 with 240 hits. Almost every player hit much like they would have. More evidence for how strong those blue abilities and batting stances are.

To set up a true sim league, you would have to really, and I mean REALLY cut down on the distribution of blue abilities. Not only that, but when using AVG to determine CON, you should subtract homers from the equation. In other words, the higher a player's PWR, the lower his CON should be in relation to his expected AVG. The same goes for SPD.

Offensively speaking, players in the draft pool might be weak in relation to the default players, but draft players are more in line with reality.


So the blue abilities really really matter then, I'm guessing most players in the game do not need blue abilities that much then


Depends if you want the game to play like a sim or retain its arcade roots.

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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Sat Apr 06, 2013 1:22 am 
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I want to thank you guys for having this site. I have gotten a lot of useful information about how the ratings work and how to create balanced game play. I was wondering if anyone could give me some help on how to rate pitchers? I found a thread on stamina, but I haven't been able to find anything on how the other ratings should be created, such as control and how you decide for abilities such as spin and risp. Thanks for your help.


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 Post subject: Re: Formula to determine ratings of players and such?
PostPosted: Tue Apr 09, 2013 1:00 pm 
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gobeavs21 wrote:
I want to thank you guys for having this site. I have gotten a lot of useful information about how the ratings work and how to create balanced game play. I was wondering if anyone could give me some help on how to rate pitchers? I found a thread on stamina, but I haven't been able to find anything on how the other ratings should be created, such as control and how you decide for abilities such as spin and risp. Thanks for your help.


Consider the embodiment of each ability, then use common sense and your best judgement. For example, Control should be based primarily on unintentional walk rate. Fat Pitch should be based primarily on HR rate, perhaps with a bit of Hit rate sprinkled in for good measure. Spin is sort of subjective, but if you combine x/z break with pitch value (fangraphs and/or texas leaguers) you take 99% of the guesswork out of it. Some require more work than others. Some take almost no work at all. Like most things in life, you get out what you put in.

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