So i've been working on this for a while. There has been a recent trend of converting relief pitchers to starters that has varied success in baseball. In the Show 14 this is possible by editing any pitcher and turning them into a starter. Most who do this simply add the stamina points necessary to make them a reliable 5-6 inning starter. The fact is though that many players who make this conversion have there numbers regress a bit from there relief pitching says. Unfortunately I can not find the source (so take this with a grain of salt) but i read in an interview with a scout on the subject that typically players love 2-3 mph on there FB as well as add a run to there ERA. This isn't always the case but with this in mind I believe that I have created a system to make this conversion more realistic for dedicated 'Chisers.
Lets say you have a relief pitcher who has 34 stamina that you would like to convert into a starter. To simulate the change I decided that you should take 5 points off of each of his per 9 stats (H, K, BB, HR). 20 points in total. These points can be directly added to stamina. This now gives you a pitcher with 54 stamina. The next step is to correct velocity.
For this I find the fastball for the pitcher and take 10 points from the velocity attribute and again apply this directly to the samina. Some pitchers have multiple types of fastballs in there arsenal. In this case I will take 5 mph from each secondary fastball (to avoid decreasing the total velocity of the pitcher too far and to avoid give a newly converted pitcher too much stamina). So if the pitcher in my example above has two types of fastballs, the first one I will take 10 points from the first and 5 from the second and add those 15 points to the 54 stamina. Depending on how you have your sliders 69 points of stamina should be plenty to get the player through the 5th.
So for an overview
-5 for each per 9 stats
-10 speed points for for first fastball, -5 for each proceeding fastball.
All points subtracted added to stamina.
I hope any readers will find this guide useful to maintaining realism in their dynasty. Please feel free to comment with any feedback.
Lets say you have a relief pitcher who has 34 stamina that you would like to convert into a starter. To simulate the change I decided that you should take 5 points off of each of his per 9 stats (H, K, BB, HR). 20 points in total. These points can be directly added to stamina. This now gives you a pitcher with 54 stamina. The next step is to correct velocity.
For this I find the fastball for the pitcher and take 10 points from the velocity attribute and again apply this directly to the samina. Some pitchers have multiple types of fastballs in there arsenal. In this case I will take 5 mph from each secondary fastball (to avoid decreasing the total velocity of the pitcher too far and to avoid give a newly converted pitcher too much stamina). So if the pitcher in my example above has two types of fastballs, the first one I will take 10 points from the first and 5 from the second and add those 15 points to the 54 stamina. Depending on how you have your sliders 69 points of stamina should be plenty to get the player through the 5th.
So for an overview
-5 for each per 9 stats
-10 speed points for for first fastball, -5 for each proceeding fastball.
All points subtracted added to stamina.
I hope any readers will find this guide useful to maintaining realism in their dynasty. Please feel free to comment with any feedback.
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