Actually,
Ebongreen isn't wrong on this; I'll use one of the players on my team as an example:
RE Trent Cole:
Head: 97%
Torso: 99%
Right Arm: 93%
Right Leg: 81%
Left Arm: 94%
Left Leg: 53%
Arithmetic AVG: 86.167%
OVR Health: 87%
Durability: 91
Here's what it looks like for someone currently injured:
DT Corey Williams:
Head: 66%
Torso: 50%
Right Arm: 50%
Right Leg: 50%
Left Arm: 34%
Left Leg: 86%
Arithmetic AVG: 56%
OVR Health: 56%
Durability: 59
...If Corey Williams' left leg shows up for practice, I think we'll be OK for the next game....
There is certainly a strong correlation between durability and overall health, resulting in all three of the above,
bold numbers being equal for many players, as most players on any given team are able to make it through the season with minimal or no injuries. The only citation I could find from Josh Looman about durability is
here (his third answer).
My understanding of
Durability is that
it is the modifier affecting how severe an injury is likely to be. Essentially, this translates to how much time the player is able to spend on the field for you, so
Ebongreen's description is pretty accurate.
If you sim the same game a thousand times, you'll notice that the same players tend to get injured over and over, which corresponds with the injury ratings, obviously. However, the types of injuries those players receive seem to be more determined by the durability rating, as you would also notice that players with lower durability ratings are much more likely to have some of the most severe, longest-lasting injuries, while those with higher durability ratings will tend to just be out for a few days or a couple weeks, more frequently.
Here's a better example:
SS Sean Jones, at 32 years of age:
Injury rating: 88
Durability rating: 79
Toughness rating: 88
Overall health: 72%
Head: 95%
Torso: 88%
Right Arm: 98%
Right Leg: 33%
Left Arm: 88%
Left Leg: 50%
Arithmetic avg: 75.33%
Sean won't get injured TOO frequently, but when he does, I've found that injury to be of the mid-to-long-lasting variety, with some regularity (at least, more frequently than players with higher durability ratings), and it is almost always a leg injury. On the rare occasions that it is NOT a leg injury, the duration is almost always short.
I've done some pretty extensive experimentation with injuries, since beginning
this thread, including playing an entire experimental season while TRYING to get players injured, to see how far I could advance a trainer over the course of a season, primarily through trading for severely injured, low OVR players -- raised him about 15k skill points.
Some other interesting observations about injuries:
1) The later in the season you go, the less likely it becomes for players to receive the longest duration injuries (12-15 months for bad trainers, 6-7 months for good trainers).
2) In the unusual event that a long-lasting injury occurs toward the end of a season that might carry into the following season, there is a STRONG likelihood that player will get the "Miracle Cure" Game Changer at some point before the next pre-season begins.
3) Not all injuries provide your trainer with skill points (though I've only noticed this with the occasional, traded-for, injured player).
4) As
Demonlith mentions, a good trainer is VITAL to keeping your players on the field, as is using the
8am health reports intelligently (I tend to keep players in the "Doubtful" category out of practices, so they can heal up a bit for the next game).
5) Plenty of injuries happen league-wide during practices, even severe injuries, not just during games.