Dynasty Wear & Tear / Auto Sub Settings???
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I haven't done anymore tests yet. Likely will get some in during the work week(I work from home and can have the simulations running in the background). No promises, but I'd like to test all the recovery sliders at 25, 50, 75, and 100 individually just to at least get an idea as to what kind of role each is playing across a season.“No one is more hated than he who speaks the truth.”
― Plato👍 4Comment
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I haven't done anymore tests yet. Likely will get some in during the work week(I work from home and can have the simulations running in the background). No promises, but I'd like to test all the recovery sliders at 25, 50, 75, and 100 individually just to at least get an idea as to what kind of role each is playing across a season.
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I don't have CFB 26, but I played the Madden 26 Beta and used all my of time with it testing the Wear & Tear sliders in play now. My approach was radically different than anything I have seen posted, so I thought I's share what I was testing with ya'll in case you wanted to try it in CFB 26.
Tackle Impact Scale - 15
Catch Tackle Impact Scale - 10
HitStick Tackle Impact Scale - 30
CutStick Tackle Impact Scale - 20
Defender Tackle Advantage Scale - 25
Sack Impact Scale - 20
Block Impact Scale - 2
Impact Block Impact Scale - 15
Per-Play Recovery - 2 ( thinking about lowering this to 1)
Per-Timeout Recovery - 10
Per-Quarter Recovery - 15
Halftime Recovery - 25
In Game Healing Reserve Pool - 80
I didn't have a chance to test Season Reserve Pool, because there was no Franchise Mode in the Beta.
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Ok, here it goes. These are my Fatigue, Injury, and Wear & Tear sliders.
Overall, I've been happy with the results. Rotations could be better, but at least there are some. I've had 2 or 3 multi-week injuries each season with these. I have no idea how they affect the sim engine, if at all.
FYI, sometimes the first time my HB is rotated out he won't return unless I manually put him back in using Quick Subs. Other times, it works as intended.
I feel like this is a very good base and if some of you want to give these a shot we might to be able to improve on it.
Full disclosure: I use 15-minute quarters with Minimum Play Clock Time at 10 seconds and I have no idea if other settings or sliders that I'm not listing will affect any of this.
From the Dynasty Hub:
Team > Auto Subs
QB
F Out 0
F In 1
W&T Grind It Out
HB
F Out 80
F In 85
W&T Keep Fresh
WR
F Out 80
F In 85
W&T Keep Fresh
TE
F Out 80
F In 85
W&T Keep Fresh
OL
F Out 40
F In 50
W&T Grind It Out
DE
F Out 80
F In 85
W&T Keep Fresh
LB
F Out 70
F In 75
W&T Normal
CB
F Out 65
F In 70
W&T Keep Fresh
S
F Out 65
F In 70
W&T Keep Fresh
Dynasty Central > League Settings
Commissioner Settings
Injury ON
Wear and Tear
Wear and Tear ON
Normal 15
Catch 35
Hit Stick 40
Cut Stick 40
Defender 40
Sack 40
Block 20
Impact Block 30
Per-Play 10
Per-Timeout 15
Between-Quarter 20
Halftime 25
Week to Week 35
In-Game Pool 40
Dynasty Central > Gameplay Sliders
Injuries 50
Fatigue 90
I've tried other Fatigue combinations such as out/in 80/81 and 80/83 for HBs but found that the players never came out that way.
These settings are also working well to keep my HBs and QBs Season W&T meter from draining completely. That said, I made several changes during my most recent season so I'm planning to not touch anything for the season that I just started to see hold they hold up over a whole season.
It should also be noted that I usually sit guys who have a Risk of Injury of anything except LOW. That said sometimes I'll play someone who has an INCREASED risk.
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I’m really confused by the W&T vs auto sub sliders. I guess I get the difference, but I feel like I’m missing something. All of the slider sets seem to focus on one or the other.
Do the W&T settings override the values? In this set are you using a W&T preset without changing the values and then changing the auto sub values? In that case I assume that I just change the W&T preset, ignore the value and edit the auto sub values.
I see DTs in mine, FWIW. I keep seeing that that’s missing, and it’s not for me at least from the Main Menu.Last edited by zpq12; 08-10-2025, 08:20 PM.
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Defensive Rotation & Health Settings
Wear & Tear (already set in your base)
Injury: 35
Fatigue: 60
Week-to-Week Recovery: 90
In-Game Healing Reserve Pool: 85
Min Player Speed Threshold: 48
These are good — they allow realistic fatigue build-up without over-pulling.
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Sub Strategy vs Auto-Subs Logic
Rule:
Sub Strategy Out = 2–4 points lower than Auto-Sub Out
Sub Strategy In = 2–4 points lower than Auto-Sub In
This way, W&T pulls players first for health preservation, but fatigue rotation still kicks in if they’re gassed.
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Defensive Position Groups
Position Sub Strategy Out/In Auto-Sub Out/In Notes
DL 78 / 88 80 / 90 DL rotate a lot — keeps them fresh for pass rush late.
LB 80 / 88 82 / 90 Slightly less rotation than DL to keep starters in key spots.
CB 82 / 88 84 / 90 Minimal rotation — fatigue rotation only in long drives.
S 82 / 88 84 / 90 Safeties stay in unless heavily fatigued.
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Offensive Position Groups
Position Sub Strategy Out/In Auto-Sub Out/In Notes
QB 0 / 1 1 / 2 Never sub unless injured.
HB 82 / 88 84 / 90 Prevents HB1 from being pulled in 4th unless very fatigued or hurt.
FB 80 / 88 82 / 90 Light rotation, mostly stays in.
WR 83 / 88 85 / 90 Keeps WR1 in on key downs but allows WR3–4 to see snaps.
TE 80 / 88 82 / 90 Balanced — TEs don’t need heavy rotation.
OL 60 / 80 62 / 82 Slight OL rotation to avoid season-long fatigue, but won’t mess up protection chemistry.👍 1Comment
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I just finished my second season at ND and before starting my third I really want to figure these out. Canes, thanks for explaining how the season pool is draining. I do wonder about in game recovery pool? Should it just be 100 to allow for max amount of recovery in game for both teams? Or does all that take for the season pool as well? I kinda assume it does, and if so the in game pool being low is probably better too.
I've tried raising the slider when they leave game due to wear and tear and haven't noticed anything significant. I had a game where I lowered injuries down a lot and wear and tear wasn't really happening during the game so Idk if the injury slider affects how much wear and tear occurs in game or not.
The CPU doesn't sub out guys who would be increased risk of injury, and not even high risk unfortunately. I played a test game that was a bowl game and I was UMass. To start the game there was a guy with one red bar left, and a couple in yellow. Disappointing to know they don't quick sub guys out, but instead wait for an injury, only to bring them back and get injured multiple times within the same game.
From playing two seasons and a total of 32 games I have seen by end of the year most guys have no season pool left. That's not going to be good for my freshman who played a lot and will need to refill that using their career pool. I definitely need to be better managing it, but as you said I think I'd rather figure out a way to be on the CPU level for their simmed games. And that should be fine for games played whatever that is.
Idk if lowering all impact sliders along with lowering season pool would be good but that's what makes the most sense in my head going off what you're explaining with how the season and career pools work.
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Ok, here it goes. These are my Fatigue, Injury, and Wear & Tear sliders.
Overall, I've been happy with the results. Rotations could be better, but at least there are some. I've had 2 or 3 multi-week injuries each season with these. I have no idea how they affect the sim engine, if at all.
FYI, sometimes the first time my HB is rotated out he won't return unless I manually put him back in using Quick Subs. Other times, it works as intended.
I feel like this is a very good base and if some of you want to give these a shot we might to be able to improve on it.
Full disclosure: I use 15-minute quarters with Minimum Play Clock Time at 10 seconds and I have no idea if other settings or sliders that I'm not listing will affect any of this.
From the Dynasty Hub:
Team > Auto Subs
QB
F Out 0
F In 1
W&T Grind It Out
HB
F Out 80
F In 85
W&T Keep Fresh
WR
F Out 80
F In 85
W&T Keep Fresh
TE
F Out 80
F In 85
W&T Keep Fresh
OL
F Out 40
F In 50
W&T Grind It Out
DE
F Out 80
F In 85
W&T Keep Fresh
LB
F Out 70
F In 75
W&T Normal
CB
F Out 65
F In 70
W&T Keep Fresh
S
F Out 65
F In 70
W&T Keep Fresh
Dynasty Central > League Settings
Commissioner Settings
Injury ON
Wear and Tear
Wear and Tear ON
Normal 15
Catch 35
Hit Stick 40
Cut Stick 40
Defender 40
Sack 40
Block 20
Impact Block 30
Per-Play 10
Per-Timeout 15
Between-Quarter 20
Halftime 25
Week to Week 35
In-Game Pool 40
Dynasty Central > Gameplay Sliders
Injuries 50
Fatigue 90
I've tried other Fatigue combinations such as out/in 80/81 and 80/83 for HBs but found that the players never came out that way.
These settings are also working well to keep my HBs and QBs Season W&T meter from draining completely. That said, I made several changes during my most recent season so I'm planning to not touch anything for the season that I just started to see hold they hold up over a whole season.
It should also be noted that I usually sit guys who have a Risk of Injury of anything except LOW. That said sometimes I'll play someone who has an INCREASED risk.
Sent from my SM-G991U using TapatalkComment
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No Sub In/Out cares about "stamina-energy". W&T cares about "W&T-energy". Two different values the game is tracking for players.
"Stamina-Energy" I believe only exists in game, and how quick it drains/recovers is tied to the players Stamina rating and the league "Fatigue" slider.
"W&T-Energy" is associated to a player inside and outside of games. It is impacted by W&T sliders. You don't see the value, but you can guess the range based on a players W&T. High value for this energy = No to Low W&T, low value = High to Severe W&T. You never know the exact value which is why it's dangerous to keep playing guys who are injured.
"W&T-Energy" might also be impacted by Injury slider, but I'm not sure Injury slider isn't more for fluke injury occurrence. Like W&T can increase odds of Injury, but not sure Injury actually increases loss of W&T Energy if you follow.
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zpq12 Regarding W&T subs. I'm playing RTG right now as a QB to kill time waiting for online league to progress and there is a value called "energy" that when I'm fully healthy starts really high like 99 or 100, and as I take more and more hits lowers. As the energy field gets lower the W&T impact goes from low to medium, to high to severe. Last week, week 9 I hit 0 and was pulled from the game never returning. When I don't fully spend my week to week energy points recovering I start the game at a lower W&T "energy" level. This week 9 game I started at roughly 40 energy which was "High" W&T.
I think W&T is using an energy type field value for each player behind the scenes that we don't normally see in dynasty. Similar to how we eventually learned last year that coins to purchase skills/abilities in RTG was the same behind the scenes execution happening for player progression last year. RTG reveals all.
Anyway, when a player recovers/goes several plays without hits that slowly rises based on settings. I've noticed being Medium W&T in a game, following a drive where I'm out, the energy goes up and I'm back to Low W&T. The thing is it rises VERY SLOWLY from my experience so once a player gets under a threshold, it's not like Stamina which is a 1-3 play rest before returning to the field. I noticed in my online dynasty when I changed W&T sliders for my RB's to custom values they didn't tend to come back either, but I think this is why, they were still physically recovering to the threshold I set.
Here's my current sliders btw which I think are way to dramatic. I'm 13 played games into career RS-FR and I'm down to under 25% season recovery left and under 50% career recovery left. My Oline is terrible and I take a lot of hits, 26 sacks through 8 games I believe.
Injuries was set to 10 with these. It's burning through season/career recovery way to fast which is why I came looking for this thread today.LEAGUE SETTINGS WEAR AND TEAR Wear and Tear On Normal Tackle Impact 60 Catch Tackle Impact 95 Hit Stick Impact 95 Cut Stick Impact 85 Defender Tackle Advantage Impact 75 Sack Impact 60 Block Impact 60 Impact Block Impact 70 Per-Play Recovery 40 Per-Timeout Recovery 45 Between-Quarter Recovery 50 Halftime Recovery 60 Week to Week Recovery 75 In-Game Healing Reserve Pool 50 Last edited by TGCRequiem11; 08-19-2025, 02:08 PM.👍 1Comment
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Are we sure that the Wear and Tear sliders aren't impacting the CPU non-played/scheduled teams?
I used Oregon's LT Isaiah World as a reference, who in Week 9 is at Risk of Injury: "High" with significant Wear & Tear impacts of -8 accel/PBL power/RBL finesse.
After Oregon play Wisconsin for Week 9, they then have a Bye week. That's a perfect time to see if the Week-to-Week Recovery actually does anything for the CPU.
So for the first test, I place the value at "5".
Then simmed ahead to Week 10. Checked World's status, no change to his Risk of Injury or Wear & Tear Impact:
So for the second test, I re-loaded my base dynasty for Week 9, and placed the Week-to-Week Recovery value at "95".
Then simmed ahead to Week 10. Checked World's status, significant change to his Risk of Injury which now shows "Low" and Wear & Tear Impact of None. However, per canes21 comment regarding the Season bar moves down to the left just by the nature of progression. The career bar seems intact.
I control 5 teams in my dynasty and I made sure that none of them play Oregon in the upcoming schedule that would create effect of preparing to face a user team or whatever other variables exist. Overall, I'm not sure what to make of it as I have not tested thoroughly with another point of reference.
Here is the raw video as well, excuse the constant backing up of dynasty files.
I tested incrementally as well with these results:
10
20
30
40
50
60
70
80
90
More sample size and scenarios needed. Also, I need to find some other points of reference, but just from a test like that I'd have to say we have some control of the CPU's wear & tear.
Raw test videos:
https://streamable.com/drcrpp
https://streamable.com/fbyzft
For simplicity lets say week to week recovery of 35 = 35 W&T Energy replenishment.
Let's say W&T Energy ranges are as follows:
Severe 1-25
High 26-50
Medium 51-75
Low 76-95.
So using above assumptions, my High injury player could be anywhere from 26-50 "W&T Energy". If that player heals 35 from 26 he'll go from High to Medium (61). If that player was at 50 he'd go from High to Low (85). Understand the 35 may be a modifier and not an explicit value, but still.
Obviously lots of assumptions here, but based on everything I've read on this thread paired with what I've seen it just kind of seems like recovery is a basic arithmetic problem where the variables are hidden from you which makes it seem more nebulous than it is. It just tracks that the recovery pool is an explicit pool of "recovery energy". You can control how quickly players recover at the risk of depleting your pool too fast. To balance too much W&T you can reduce the amount of W&T by reducing the Impact sliders finding the sweet spot you'd like. The Impact sliders are where the real variability is because it's dependent on randomness of the game and the collision types and the players involved. So the W&T has quite a bit of randomness but that's how it should be.
I definitely feel like I want to go 35 week to week, but curious to try your 85 in game healing via Aeon's feedback, b/c I do feel like players heal too slowly intra-game. The game needs a little more "ouch I took a shot" now I'll go sit down for a drive or two, get a cortisone shot or whatever and be functional again.
I think I'm going to rock with this for a bit.LEAGUE SETTINGS WEAR AND TEAR Wear and Tear On Normal Tackle Impact 30 Catch Tackle Impact 35 Hit Stick Impact 45 Cut Stick Impact 40 Defender Tackle Advantage Impact 45 Sack Impact 35 Block Impact 25 Impact Block Impact 40 Per-Play Recovery 60 Per-Timeout Recovery 60 Between-Quarter Recovery 65 Halftime Recovery 75 Week to Week Recovery 35 In-Game Healing Reserve Pool 85 Last edited by TGCRequiem11; 08-19-2025, 02:53 PM.Comment
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I haven't actually tested this yet, but it seems like the injury slider affects the W & T impact sliders. Meaning the higher the injury slider the more wear and tear happens or the impact they have in the game. This is just games playing, I have no idea if it's the same for simulated games. But I just notice when I put injury to 10 or 15 the green "health bars" stay green all game. When I had injuries at 50 I'd see yellow and orange pretty consistently throughout the game. I'm not saying this is 100% certain, but I think it's worth looking into.👍 2Comment
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I haven't actually tested this yet, but it seems like the injury slider affects the W & T impact sliders. Meaning the higher the injury slider the more wear and tear happens or the impact they have in the game. This is just games playing, I have no idea if it's the same for simulated games. But I just notice when I put injury to 10 or 15 the green "health bars" stay green all game. When I had injuries at 50 I'd see yellow and orange pretty consistently throughout the game. I'm not saying this is 100% certain, but I think it's worth looking into.Twitch
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