True, Drummond is an outlier, and he is on my scale as well, where his production corresponds to a 107 rating. I'd find it preferable if the scales used were broad enough that 99 ratings can capture GOAT-level performances, but that's a minor gripe in the scheme of things. The issue here is that while his production is off the charts by a good bit in both the scale used by the official roster makers and the scale I used, it's off the charts by an absolute ton in the scale that the sim engine uses.
It's possible to view a player's ORB% directly in the player scouting tab of MyLeague or MyGM, and with maxed ratings players seem to max out at around at an ORB% of around 10-11. With my scales in place Drummond gets an 11.6 ORB% , meaning that for the sim engine to get his ORB% right he would need a rating roughly in the 150's. Even in this weak era of offensive rebounding, at least a dozen players will be off the charts every season by that scale. With the official roster he gets around 9.4%, a bit over
half his real life production.
So as you can see when it comes to the sim engine it's not just guys like Drummond or Rodman that are scale breakers- it's also guys like Robin Lopez and Zaza Pachulia! As a result, for someone in my position of trying to get sim stats as close to realistic as possible, there are only the following imperfect solutions:
1. Give everyone the OREB rating they ought to get on a linear basis, with anyone with an ORB% of over 11 or so getting a 99. This will yield accurate numbers for most poor offensive rebounders (though the worst ones will still be too high since a 25 rating will always yield about 1.0 ORB%). The problem here is that there are a lot of 99's and no separation between a guy like Pachulia and Drummond, who is literally about 50% better at getting offensive rebounds in real life. This also has the effect of distorting team offensive rebounding strength a bit- teams without good offensive rebounders will overperform because the worst rebounders get more than they should, while teams with elite offensive rebounders will relatively underperform because their best rebounders will be much weaker than they should be.
2. Use a scale that tries to preserve the relative strength of rebounders at the top end. Because the top rebounders will still not be able to manage close to their real life numbers, this means that everyone below them will have to be deflated somewhat as well. This has the advantage of coming closer to making the best rebounders stand out more than they otherwise would, and coming closer to preserving the relative offensive rebounding strength of teams.
I went with the second approach, imperfect though it is, but unfortunately the sim engine only leaves us imperfect options.
Not exactly. The excess of jumpers relative to inside shots/drives is not an inherent property of the sim engine. I will go into greater detail when I cover shot ratings and tendencies in Part II of my analysis, but in general the FTA issue is mostly fixable with corrected shot location tendencies, while the shot blocking issue is not.
FTA/game is not a good measure here because Westbrook mostly has a healthy Durant all year in a 2k15 simmed seasons, lowering his usage, so I use FTA/FGA.
Westbrook, last season IRL: .445 FTA/FGA
Westbrook, official roster: 0.370 FTA/FGA
Westbrook, Porzingod's: .416 FTA/FGA (8.5 FTA/game)
Note that I haven't tweaked anyone's Draw Foul tendency yet, so bringing Westbrook from his current 92 to 100 might just get his FT rate all the way there. On a side note, shouldn't Draw Foul be a rating? It has a huge effect on how good/efficient a player is, not just on his style of play.
All of this, however, has no effect on shot blocking numbers. Even with the entire league's shot location tendencies edited so that the distribution of inside shots vs. jumpers is correct, shot blocking numbers remain far too low. I think the explanation for this is that the sim engine isn't as robust as you would think, and it doesn't try to simulate which individual shots were blocked or anything like that- I think it just fudges in a certain (unrealistically low) number of blocks and calls it a day. Over 10 years of a franchise with my shot tendency edits in place for the entire league, the league leader has never averaged more than 2.5. The scale just simply does not go high enough.
Ah, good catch. I didn't notice this because there are so few PG's with low enough AST% to make it apparent. It doesn't change any of my conclusions about the scales used by the sim engine to generate stats, as they are distinct from the scales used by the official roster makers to hand out ratings, but I suppose a truly complete guide would have detailed explanations and comparisons of both scales.
Not necessarily. While having high-assist teammates would have the effect of reducing a player's assist numbers in past 2k iterations, that is no longer the case here. Players seem to put up the assist numbers you'd expect from their pass ratings pretty much regardless of who their teammates are. As with blocks, I suspect the sim engine doesn't try to figure out which shots were assisted, but instead just fudges in assist numbers for players based on their passing ratings. I have two rosters using my scales- one for the end of last season, and one incorporating this offseason's player movement. All the other results from my scale that I've posted are using the former roster, to ensure that comparisons to actual numbers from last season's NBA are valid. Here are the assist per 36 minutes numbers for next season's Clippers, in descending order:
10.2 Chris Paul
5.2 Blake Griffin
4.9 Lance Stephenson
3.5 Josh Smith
2.8 Paul Pierce
As you can see, everyone gets their numbers and Griffin is virtually the same. If there is any deflationary effect happening here it is extremely slight. With 73/77, Griffin will underperform by about 33% relative to last season's assist numbers in the sim engine, regardless of who his teammates are. I assume you went with that rating in your roster because you find it preferable for gameplay purposes, or perhaps because it seems wrong intuitively for Griffin to have similar passing ratings to CP3, but of course that is your prerogative.
If what you meant by your reference to Griffin's numbers dropping is that they are likely to drop in real life, then you may be right, but I'd suspect that it's more likely Stephenson and Smith will see most of the dropoff in real life and Griffin will stay pretty similar, since he probably won't be on the court with them too much. Pierce joining the starting lineup shouldn't be too significant, as he has done much less playmaking as he's aged (only 2.7 AST/36 last year).
Yup. I recall in maybe 2k12 or 2k13 Chris Paul would often be under 7 APG, and the only PG's that could get realistic assist numbers were low usage guys like Rondo. Yikes.
That's true in real life, of course, but as far as the sim engine understands, role in the offense and position are the exact same thing, and in the 2k sim engine position absolutely does dictate assist rate. If you take Chris Paul and force him to play C in the rotation, he'll still put up his 10 APG. If you keep him as a PG and change his natural position to C, his assist numbers are greatly reduced. It is imperfect of course, but my aim here is to figure out what works with the sim engine we have, not the one we wish we had.
Great passing big men are uncommon, but they aren't unicorns. Some of the most important big men in the league are excellent passers, like Noah, Gasol, Cousins, etc. Using any other approach, they will always vastly underperform in assists, and it isn't just those guys. With the official roster,
every non-guard will vastly underperform. All those bigs that get like 2 assists/36 will get 1. It isn't just the guys who are exceptions that is way off- it's also the guys who are the rule. And the effects here go to more than just stats- With stock rosters the league MVP will almost almost never be a big man, since bigs can't distinguish themselves in rebounds, assists, or blocks.
That is of course your prerogative. I personally don't do much actual gameplay and am mostly interested in the season/franchise aspects, so sim stats are my main priority. I would argue, however, that if you think Blake Griffin is an exception among big men, so are the Celtics among teams. They are the only team in my roster with this issue of a player's backup being significantly better overall than the starter so that the CPU sets the wrong starters in comparison to real life.
I don't quite get what you mean here. The scales I've posted here literally are "how" stats are generated. The sim engine doesn't delve into player roles or team dynamics or any of the stuff that leads to a player's assist rate in real life. All the available evidence I have says that it pretty much looks at a players pass ratings and position and throws out a number based on that. As a result, any ratings we give are essentially going to hunt for an arbitrary number, and all we can do is choose whether that arbitrary number is consistent with actual numbers we have from objective statistics, or whether it isn't. I aim for results that are descriptive rather than predictive, and it seems that you (to the limited extent that you do care about the sim engine) would rather go for predictive over descriptive. Neither approach is necessarily wrong, but simply tailored to our different priorities.
Most bigs, as you know, are signifcantly overrated in rebounds, so they will take a bit of a hit. This is compensated, however, by a few factors:
-Because of the way the block scale works a lot of them will see an increase there. Blocks have a pretty high weight in the overall formula.
-Just about every non-guard had their pass ratings go way up, while many PGs were way overrated and had theirs go down (see Patrick Beverly)
-My edits to shot ratings to produce accurate results in the sim engine generally hit guards a lot harder than bigs- most guards are significantly overrated in Close and Medium shots. Great shooters IRL also stand out a lot more from poor ones now, so stretch bigs don't do too terribly.
I would say the overall results leave guards and bigs more balanced than in the stock roster. If you're curious, here are overalls for the top 5 at each position. Bear and mind that I have only touched ratings that affect the sim engine, so shots ratings (both standing and moving) for Close/Med/3pt, Layups, Pass Accuracy/Pass Vision, Steal, Block, and both rebound ratings.
Centers
87 Jordan
86 M.Gasol
86 Duncan
85 Cousins
85 Howard
Power Forwards
91 Davis
87 Griffin
87 Aldridge
85 P.Gasol
84 Nowitzki
Small Forwards
95 James
93 Durant
87 Leonard
87 Anthony
85 George
Shooting Guards
Harden seems low but drawing a million fouls is worth no rating points in 2k. His Close, Mid range, and at-rim FG% IRL is fairly poor, and stock Harden is overrated as a passer (usually puts up 8-9 APG). Jimmy Butler, another big FTA guy, suffers from this too.
89 Harden
87 Thompson
87 Wade
85 Bryant
82 Butler/DeRozan
Point Guards
CP3 seems high but his shooting stats by location IRL are amazing
93 Paul
92 Curry
90 Westbrook
88 Wall
83 Lillard/Lowry/Teague/Conley
A man can hope!
I've known you for a long time (remember the Tactics Ogre forum on GameFAQs about 10-15 years ago?), so I know how difficult any Rashidi praise is to come by. I'm glad you appreciate this stuff, and I'm sure you'll be interested in my findings on how the sim engine handles shot ratings and tendencies when I get around to posting Part II. For what it's worth, if I had a console I would definitely use your roster as a base (though applying my scales to prioritize accurate sim stats).
You seem to be more informed about the scales the roster makers use than I am. I do think that a truly complete guide would contained detailed information on both the sim engine stat scales and the ones used in the official rosters. Would you be interested in sharing your information on those scales, or in posting something similar to this describing them for posterity?