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The Anatomy of a Players Overall Rating

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Old 07-27-2011, 05:22 AM   #25
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Re: The Anatomy of a Players Overall Rating

Those weights look very similar to last year (probably the same formula used in NCAA 12 I'm guessing). I took one of PocketScout's recruiting files and ran some regression results on them to get overall formulas for each position. Rounding is a slight issue but like the op, you get the exact rating for roughly 97 or 98% of the players. Only off by one point on the others. I'm a math geek and I love this stuff.

https://spreadsheets1.google.com/spr...hl=en_US#gid=0
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Old 07-27-2011, 05:40 AM   #26
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Re: The Anatomy of a Players Overall Rating

Yeah the math was different in 09,10,11 but they left 12 unchanged on that end. On the player generation side this year they put floors and ceilings on all attributes not just the ones that matter to the players natural position. Last year there were a lot of gems to be found in recruiting but this year they have gone away for the most part.
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Old 07-27-2011, 05:42 AM   #27
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Re: The Anatomy of a Players Overall Rating

Quote:
Originally Posted by PocketScout
Yeah the math was different in 09,10,11 but they left 12 unchanged on that end. On the player generation side this year they put floors and ceilings on all attributes not just the ones that matter to the players natural position. Last year there were a lot of gems to be found in recruiting but this year they have gone away for the most part.
Are the 3* recruits better this year? Any overall progression and recruit thoughts? I'm just getting into my dynasty and I like Heisman recruiting. I'm going to need them to be good.
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Old 07-27-2011, 06:22 AM   #28
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Re: The Anatomy of a Players Overall Rating

Quote:
Originally Posted by rudyjuly2
Are the 3* recruits better this year? Any overall progression and recruit thoughts? I'm just getting into my dynasty and I like Heisman recruiting. I'm going to need them to be good.
3 star still has a pretty large span but most are in the 65 area. The first thing I noticed this year is how much better kickers are.
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Old 07-27-2011, 08:27 AM   #29
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Re: The Anatomy of a Players Overall Rating

Quote:
Originally Posted by PocketScout
3 star still has a pretty large span but most are in the 65 area. The first thing I noticed this year is how much better kickers are.
Ok i but.... Is there anywhere where you can find a breakdown of how the ratings work in the actual game? Im not trying to be rude but me and a few others have asked this like 3 times now in the thread... You seem to be someone in the know please at least point us toward something that may have the info.
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Old 07-27-2011, 10:17 AM   #30
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Re: The Anatomy of a Players Overall Rating

Quote:
Originally Posted by feeq14
Ok i but.... Is there anywhere where you can find a breakdown of how the ratings work in the actual game? Im not trying to be rude but me and a few others have asked this like 3 times now in the thread... You seem to be someone in the know please at least point us toward something that may have the info.
I am just a guy who has been playing NCAA Football since 98 on the PC. With that said there are still some attributes that I am unsure of what they exactly do and how they are used on the field.

Here is a list of the ones I know:
Code:
SPD - speed of the player
AGL - ability to change directions
ACC - rate at which player reaches speed
STM - how quickly the player gets tired
INJ - how resistant to injury a player is
BCV - how well the ball carrier player sees the hole
SAR - how well the player can stiff arm
SPM - how well the player can spin move
JKM - how well the player can juke move
THA - how accurate the passer is
THP - how strong the passers are is
CAT - how well the player can cath the ball
SPC - chance of player making a spectacular catch
CIT - how well the plater will catch in traffic
RTR - how well the player can run a route
REL - how good the player is a getting away from press coverage
JMP - how high the player can jump
IBK - how well a player is a lead blocking
RBS - run block strength (during run plays this is how well the lineman can stop a power move from a defender)
RBF - run block footwork (during run plays this is how well the lineman can stop a finesse from a defender)
PBS - pass block strength (during pass plays this is how well the lineman can stop a power move from a defender)
PBF - pass block footwork (during pass plays this is how well the lineman can stop a finesse from a defender)
TCK - tackling ability
PMV - how well a DL can preform a power move (this rating goes against the OL's RBS/PBS rating)
FMV - how well a DL can preform a finesse move (this rating goes against the OL's RBF/PBF rating)
BSH - how well a player can get off a block
PUR - how good the player is at chosing the proper pursuit angles
MCV - how good the player is at man coverage
ZCV - how good the player is at zone coverage
PCV - how good the player is at jamming the reciever at the line
KPW - kick distance
KAC - kick accuracy
KRT - kick return ability
Here are the ones I still have questions on as well:
Code:
STR - strength?
AWR - awareness?

BTK - chance the player will break a tackle (I believe this is in simming only)
TRK - trucking (when using rs, determines if player will try to plow defender)
ELV - elusiveness (when using rs, determines if player will try to elude defender by ducking through the tackle)
CAR - carry (how resistant the player is to fumbling)

PBK - pass blocking (I believe this is in simming only)
RBK - run blocking (I believe this is in simming only)

HPW - hit power (chance of causing a fumble?)
PRC - play recognition?
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Old 07-27-2011, 10:32 AM   #31
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Re: The Anatomy of a Players Overall Rating

Quote:
Originally Posted by rboocahrd
Also, what do sliders actually do to gameplay? I always wondered if it was a pure ratings boost or if it has it's own arbitrary modification. For example, with the pass coverage slider at default 50 nothing is changed but at 75 their man and zone coverage ratings go up 10.
I am unsure but I am fixing to run some tests and I'll let you know what I observe.
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Old 07-27-2011, 12:04 PM   #32
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Re: The Anatomy of a Players Overall Rating

Since I am not a sliders guy I went and chose the easiest slider/attribute combo to measure, KICK POWER.

To start the experiement I setup the player...
70 KPW
50 Slider
Result 41 yard kick.

Run #2
95 KPW
50 Slider
Result 54 yard kick.

Run #3 (I am going to try and see where I can match the two by bringing down the slider from run #2.)
95 KPW
20 Slider (@ 15 he hits the crossbar)
Result 41 yard kick.

Run #4 (I am going to try and bring up Run #1 to Run#2's distance)
70 KPW
100 Slider
Result 53 yard kick (54 was hitting the crossbar).

So now we look at our comparison data for the 41 yard kick
Run #1 (70+50 = 120)
Run #3 (95+20 = 115)
Both runs are approximately equal to a defaulted slider player with 70 KPW.
So we need to find our default coefficient for this data set.
Run #1 (70 / 120 = 0.583333)
Run #3 (70 / 115 = 0.608696)

Now we need the avg of these two so...
(0.58333 + 0.608696)/2 = 0.596014

Now we repeat for our second set of data (the 54 yard kick).
Run #2 (95+50 = 145)
Run #4 (70+100 = 170)

Coefficient
R#2 ( 95 / 145 = 0.655172)
R#4 ( 94 / 170 = 0.552941)

Now we need the avg of these two so...
(0.655172 + 0.552941)/2 = 0.604057

Now we will avg the two datasets we gathered...
(0.596014 + 0.604057)/2 = 0.600036

So when looking at the kickpower slider data we gathered for every click past the absolute value of 50 we get a change in KPW of 0.600036 points. Lets look see if this is pretty close...

Code:
Coeff		KPW	SLIDER	RESULT
0.600036	70	50	 70.0
0.600036	95	15	 73.9
0.600036	70	100	100.0
0.600036	95	50	 95.0
Looking at the results we are a little high on our coefficient. To get this better inline with what we are observing in the game we need to go back and collect A LOT MORE data points so we can try and construct a better data plot to obtain our closest fit equation.

With that said I'm pretty sure all the sliders work in this same fashion, but with different coefficients. To try and find the coefficients you would need to find something measurable on field to be able to compare the attribute/slider combo results between two different players.

These are just best guess information on my part....
QB ACC = THA, THP?
Pass Block = PBK, PBS, PBF
WR Catching = CAT, SPC, CIT, RTR, REL?
RB Ability = SPD, AGL, ACC, BCV, SAR, SPM, JKM, TRK, ELV
Run Blocking = RBK, RBS, RBF

Pass Coverage = MCV, ZCV, PCV
Pass Rush = PMV, FMV, BSH, STR?, on pass plays
Interceptions = defenders CAT
Rush Defense = PMV, FMV, BSH, STR?, on run plays
Tackling = TCK

Ok, I'm going to bed now, working graveyards and need a little shuteye.
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Last edited by PocketScout; 07-27-2011 at 12:11 PM.
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