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Ratings Overall Break Down & some discoveries

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Old 12-22-2011, 07:30 PM   #1
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Ratings Overall Break Down & some discoveries

The Ratings Break Down

Quarter Back

Speed – 15
Strength – 0
Agility – 3
Acceleration – 3
Awareness – 36
Break Tackle – 3
Truck – 1
Elusiveness – 1
Throw Power – 48
Throw Accuracy – 52
Injury – 3

Running Back

Speed – 39
Strength – 5
Agility – 10
Acceleration – 19
Awareness – 10
Break Tackle – 38
Truck – 2
Elusiveness – 2
Ball Carrier Vision – 10
Stiff Arm – 2
Spin – 2
Juke -2
Carry – 20
Catch – 9
Injury – 5

Wide Receiver

Speed – 37
Strength – 0
Agility – 15
Acceleration – 22
Awareness – 7
Break Tackle – 7
Truck – 1
Elusiveness – 2
Ball Carrier Vision – 2
Stiff Arm – 1
Spin – 2
Juke – 2
Carry – 2
Catch – 37
Special Catch – 3
Catch in Traffic – 7
Route Running – 14
Release – 8
Jump – 3
Run block strength – 1
Run block footwork – 1
Injury – 4

Defensive Back

Speed – 40
Strength – 4
Agility – 8
Acceleration – 16
Awareness – 8
Tackle – 8
Play Recognition – 8
Press – 8
Man Coverage - 28
Zone Coverage – 29
Pursuit – 8
Catch – 4
Jump – 4
Injury – 4

Offensive Linemen

Speed – 5
Strength – 18
Agility – 6
Acceleration – 6
Awareness – 9
Pass Block – 9
Run Block – 9
Impact Block – 9
Pass Block Strength – 26
Pass Block Footwork – 26
Run Block Strength – 26
Run Block Footwork – 26
Injury – 5

Defensive Linemen

Speed – 16
Strength – 21
Agility – 10
Acceleration -16
Awareness – 10
Power Moves – 11
Finesse Moves – 11
Tackle – 31
Power Tackle – 11
Play Recognition – 10
Block Shedding – 21
Pursuit – 10
Injury – 5

Now these numbers represent the most amount of points it adds to the player's overall rating total. Now if you don't see a Rating up there, it is because it adds 0 to the total for that position. How ever that doesn't mean that particular position can't use a rating that adds nothing to his over all.

For example: Pursuit adds nothing to an offensive player over all, but it works for a linemen, TE, WR or FB when it comes to blocking. Same thing as blocking ratings does nothing for a defender over all, but they still use that rating when it comes to blocking on special teams.

BRAND NEW FINDING

Ok recently I have discovered that the CPU don't use all the numbers up to 99 when it comes to ratings. Different positions have a cut off number far as effectiveness for that particular rating and anything above that rating ACTUALLY have a negative effect.

Prime Example:

Ball Carrier Vision for QBs max out at 70. Yes you read it right, 70. Put it at 70 and that QB will scramble a lot. However put it at 80 or 90 and he won't scramble nearly as much. So needless to say, it isn't the elusiveness rating that makes them decide to scramble or not, it is their ball carrier vision rating.

Currently in the process to determine what is the cut off number for all the ratings for the different positions.
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Old 12-22-2011, 08:18 PM   #2
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Re: Ratings Overall Break Down & some discoveries

Very interesting find. Looks like I'll be going over my edits again taking this information into consideration. Again very interesting, and really appreciate the hard work you've put into figuring out these ratings and how to make the gameplay better by editing them.
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Old 12-22-2011, 08:25 PM   #3
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Re: Ratings Overall Break Down & some discoveries

Quote:
Originally Posted by Gotmadskillzson
The Ratings Break Down

Quarter Back

Speed – 15
Strength – 0
Agility – 3
Acceleration – 3
Awareness – 36
Break Tackle – 3
Truck – 1
Elusiveness – 1
Throw Power – 48
Throw Accuracy – 52
Injury – 3

Running Back

Speed – 39
Strength – 5
Agility – 10
Acceleration – 19
Awareness – 10
Break Tackle – 38
Truck – 2
Elusiveness – 2
Ball Carrier Vision – 10
Stiff Arm – 2
Spin – 2
Juke -2
Carry – 20
Catch – 9
Injury – 5

Wide Receiver

Speed – 37
Strength – 0
Agility – 15
Acceleration – 22
Awareness – 7
Break Tackle – 7
Truck – 1
Elusiveness – 2
Ball Carrier Vision – 2
Stiff Arm – 1
Spin – 2
Juke – 2
Carry – 2
Catch – 37
Special Catch – 3
Catch in Traffic – 7
Route Running – 14
Release – 8
Jump – 3
Run block strength – 1
Run block footwork – 1
Injury – 4

Defensive Back

Speed – 40
Strength – 4
Agility – 8
Acceleration – 16
Awareness – 8
Tackle – 8
Play Recognition – 8
Press – 8
Man Coverage - 28
Zone Coverage – 29
Pursuit – 8
Catch – 4
Jump – 4
Injury – 4

Offensive Linemen

Speed – 5
Strength – 18
Agility – 6
Acceleration – 6
Awareness – 9
Pass Block – 9
Run Block – 9
Impact Block – 9
Pass Block Strength – 26
Pass Block Footwork – 26
Run Block Strength – 26
Run Block Footwork – 26
Injury – 5

Defensive Linemen

Speed – 16
Strength – 21
Agility – 10
Acceleration -16
Awareness – 10
Power Moves – 11
Finesse Moves – 11
Tackle – 31
Power Tackle – 11
Play Recognition – 10
Block Shedding – 21
Pursuit – 10
Injury – 5

Now these numbers represent the most amount of points it adds to the player's overall rating total. Now if you don't see a Rating up there, it is because it adds 0 to the total for that position. How ever that doesn't mean that particular position can't use a rating that adds nothing to his over all.

For example: Pursuit adds nothing to an offensive player over all, but it works for a linemen, TE, WR or FB when it comes to blocking. Same thing as blocking ratings does nothing for a defender over all, but they still use that rating when it comes to blocking on special teams.

BRAND NEW FINDING

Ok recently I have discovered that the CPU don't use all the numbers up to 99 when it comes to ratings. Different positions have a cut off number far as effectiveness for that particular rating and anything above that rating ACTUALLY have a negative effect.

Prime Example:

Ball Carrier Vision for QBs max out at 70. Yes you read it right, 70. Put it at 70 and that QB will scramble a lot. However put it at 80 or 90 and he won't scramble nearly as much. So needless to say, it isn't the elusiveness rating that makes them decide to scramble or not, it is their ball carrier vision rating.

Currently in the process to determine what is the cut off number for all the ratings for the different positions.
This is a pretty good fond Skillz. I usually take 60 to 70 points away from most the attributes listed. Have you figured out where the cut off is for th different tendencies of each position yet. I have found that lowering a CB's agi to much will make him a hard hitter no matter which other rating you change.
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Old 12-22-2011, 08:36 PM   #4
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Re: Ratings Overall Break Down & some discoveries

Good stuff. How can we use that w rosters?
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Old 12-23-2011, 12:22 AM   #5
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Re: Ratings Overall Break Down & some discoveries

Yes I am certain now that 70 is the max number for the QB for Ball Carrier Vision. Get some really great runs by the CPU QB when they scramble and on designed runs.

For example, this video below. It was an option to the outside, Griffin kept it, ran up field, then cut back to the middle of the field and at the very end was in the process of cutting back towards the sideline when he got tackled.

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Old 12-23-2011, 08:28 AM   #6
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Re: Ratings Overall Break Down & some discoveries

Thanks for sharing.

Any other Ratings besides QB BCV that yo uknow of with negative effects?
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Old 12-23-2011, 01:03 PM   #7
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Re: Ratings Overall Break Down & some discoveries

Another great fine by Skillz. My question....when is EA going to give this man a job?
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Old 12-23-2011, 04:04 PM   #8
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Re: Ratings Overall Break Down & some discoveries

A skills you think this works for prior Ncaa games on Next-Gen?
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