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#1 | ||
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Mascot
Join Date: Mar 2009
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FOF 7 - Initial Draft testing
Started playing around with the combines and draft tonight.
My working assumption of FOF 2007 was that the combines for a player were built on a possible distribution for each rating column and rating. SO a QB with a 625 Accuracy and Timing in a draft file could come up with a position drill with a median of x and a std deviation of y. So you could have a QB with a 625 in those and a PD between say 95 and 80. THis is one of the things that made drafting more diffcult and where Malcpow's initial work helped break some of that out. I decided to test with the new COMBINE accuracy. Hypothesis If the combine accuracy is set to a smaller number the mean of the combine for that particular skill will remain the same but the standard deviation will increase. Essentially you will get a larger spread from high to low in the draft file for that combine attribute. Here are the intial settings for the test. Built files of 880 players - All ratings 625. 55 each position (DT had 60 - ooops). Ran the import each time for Combine accuracy settings of 0, 25, 50, 75 and 100 (i'm guessing the most commom settings going forward). TCY Loaded and licensed. All HT / WT at average for position in FOF 2007 Alll went to Clemson All from Philly All have volatility and intel of 50 Combine skippers excluded in analysis |
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#2 |
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Mascot
Join Date: Mar 2009
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Looks like the hypothesis holds up on the QB.s
Average SOL for a 625 rated QB is around 39. It's a little lower on the 100 COMBINE ACCURACY setting. The spread of values (standard deviation goes up considerably)... from 3 score points at 100 to 7 at 0. The range at 100 is 32 to 45 so 13 points. At 0 its 28 to 53 for 25 points. So there is a big difference depending on the setting. Looks like 100 and 75 are pretty tight and true on the combines. 50 starts letting the error creep in and 25 and 0 I would say becomes a crapshoot. ![]() Last edited by w24olfpack : 12-14-2013 at 10:37 PM. |
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#3 |
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Mascot
Join Date: Mar 2009
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Data for the WR with a 625 rating.
![]() Last edited by w24olfpack : 12-14-2013 at 10:38 PM. |
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#4 |
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Mascot
Join Date: Mar 2009
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Something a little more visual
Distribution of each Combine for QB at 625 ![]() |
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#5 |
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Mascot
Join Date: Mar 2009
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Distributions for WR at 625
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#6 |
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n00b
Join Date: Jan 2007
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this is very cool to see wolf and good stuff. I'm wondering if you need more players? I only say that because i'm guessing (without any evidence) that he didn't change the player creation process but just added the x factor. So my thought is that it's strange that your 100% accuracy #'s don't totally match Malcpow's? For example 7.8 agility can produce a 625 score in 2k7 but you didn't get that in FOF7. Of course it's possible there's new breakpoints but I wouldn't think 55 players is enough to make that assumption. Let's get some statistic majors in this thread.
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#7 |
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Mascot
Join Date: Mar 2009
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55 is actually a pretty good sample size when it comes to statistics.
THis however was put here for more discussion than actual samples. The biggest issue I have with using Max and Min (as were in Malc's original analysis) is you deal with outliers. A 7.8 MIGHT give you a 625 QB but it may be a 1 in 1,000 event. I would play more to the mean and standard deviations. It can give you a good 97.5% or 99% certainty while taking out the outliers. Also, look how the spread increases with smaller combine accuracy numbers. We can ONLY guess that the old game was on 50. Will be interesting when I can get the rest of this run. Last edited by w24olfpack : 12-23-2013 at 04:51 PM. |
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#8 | |
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n00b
Join Date: Jan 2007
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Quote:
I had that thought as well. If 50 was what 2k7 was on that's very interesting. No doubt it's safer to pay attention to the mean and standard deviations but that's not hard to do. It's finding those outliers that i'm interested in doing and those are the guys that fall into the later rounds...... Last edited by zbuckley : 12-23-2013 at 05:01 PM. |
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#9 |
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n00b
Join Date: Jan 2007
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It's funny we've had this conversation many times. I say drafting is an art and you try to put it into #s
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#10 |
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Mascot
Join Date: Mar 2009
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I want the outliers as well
If you can say that a number is 95pct confident to be an outlier that is close enough. I'll take my chances with the rest The old A AA and AAA charts are golden but it's also good to know if there is a bottom to a ratings range (like bench in QBs or broad jump ) |
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#12 |
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Mascot
Join Date: Mar 2009
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55 is going to give you a good representation of the central tendenancy (Mean) and the spread (Standard Deviation).
As with anything, more data more better but you get the bang for the buck with 55. When I roll this out, I'll probably go with about 325. That will be 5 differents runs with 990 players so that will make for a nice dataset. IF the 95% percentiles for Bench is 16 I don't need to know if 17 or 18 is the biggest outlier. I just need to know that 17 is a stud, |
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#13 |
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n00b
Join Date: Jan 2007
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Yeah the upside #'s are not as important it's the bottom of the range #s that is important. Knowing that if you draft a WR with agility above 7.20 you're getting a WR with GD below 30 helps eliminate so many turds in the draft.
I'm curious how whole combine accuracy thing will play out. 2k7 WR agility 7.21 = 20ish say with combine accuracy at 0 could you have a WR with 60 GD in FOF7 if he had the same agility score? Last edited by zbuckley : 12-23-2013 at 09:14 PM. |
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#14 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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I posted this elsewhere, but it's probably worth adding to this particular thread: even at very low combine accuracy scores, the basic constraints are still applicable. It's just that you'll find that there are more good players with combines at the bottom of their constraints and bad players with combines near the tops of theirs. I'm finding it more fun in SP (and in the WOOF, which uses 25) to use a lower setting than 50. And yes, I tend to agree that 50 is about what we were used to in FOF2K7.
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