|
SP
|
AC
|
AG
|
ST
|
HA
|
EN
|
IN
|
DI
|
QB
|
2
|
1
|
1
|
4
|
3
|
2
|
5
|
2
|
HB
|
5
|
3
|
2
|
2
|
4
|
2
|
1
|
1
|
FB
|
4
|
3
|
2
|
5
|
2
|
2
|
1
|
1
|
WR
|
4
|
3
|
2
|
1
|
5
|
3
|
1
|
1
|
TE
|
2
|
3
|
2
|
5
|
4
|
2
|
1
|
1
|
C
|
2
|
3
|
2
|
5
|
3
|
2
|
1
|
2
|
G
|
3
|
2
|
3
|
5
|
2
|
2
|
1
|
2
|
T
|
2
|
5
|
1
|
5
|
2
|
2
|
1
|
2
|
DE
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
2
|
DT
|
2
|
5
|
2
|
5
|
1
|
2
|
1
|
2
|
LB
|
4
|
2
|
2
|
4
|
3
|
2
|
2
|
1
|
CB
|
4
|
3
|
4
|
1
|
2
|
3
|
2
|
1
|
S
|
4
|
2
|
2
|
2
|
4
|
3
|
2
|
1
|
K/P
|
1
|
1
|
1
|
7
|
2
|
1
|
1
|
6
|
Anyway,
I use my ratings to rank all the players in the league.
Then, I have the spreadsheet average the ratings of all
the "starters." For instance, it averages the top 18 QBs,
since that's how many have to play. The numbers for the
rest are 36 RBs, 54 WRs, 18 TEs, 90 OL, 36 Ks, 64 DL, 64
LBs, 72 DBs. Since we offer the 3-4 and 4-3, I split the
difference in how many DL and LBs I rate. The spreadsheet
averages each of the ratings of the top players.
The
averages always change a little bit each season based on
retirements and where we've had strong or weak draft pools,
but mostly they're right in this ballpark. Here's what I
have for the current season (2287):
QB
|
61
|
63
|
62
|
91
|
73
|
62
|
93
|
89
|
593
|
RB
|
92
|
92
|
85
|
75
|
79
|
83
|
61
|
60
|
625
|
WR
|
92
|
91
|
86
|
65
|
89
|
87
|
61
|
51
|
621
|
TE
|
91
|
91
|
86
|
75
|
90
|
87
|
64
|
53
|
636
|
OL
|
63
|
76
|
63
|
92
|
56
|
88
|
56
|
62
|
555
|
K
|
37
|
53
|
37
|
93
|
62
|
37
|
55
|
88
|
462
|
DL
|
71
|
78
|
62
|
90
|
54
|
85
|
59
|
62
|
561
|
LB
|
85
|
81
|
69
|
85
|
67
|
88
|
70
|
64
|
609
|
DB
|
93
|
92
|
83
|
67
|
81
|
89
|
64
|
53
|
621
|
Remember
that these would be the ratings for an average starter.
Unless you're going to be a total nerd like me, you probably
don't need to work out how to figure this out each season.
Even if you used your own custom-weighted values, it likely
wouldn't change too much. In fact, they rarely change that
much at all…although I could imagine the league improving
on player development to the point that these go up some.
In short, these are pretty solid benchmarks.
Second,
with averages in mind, I tend to evaluate players, both
rookies and veterans alike, against this benchmark. Will
they be able to reach this threshold in a reasonable amount
of time given my training camp plans? If they can, I keep
them, even if they'll only just make it. I figure if a player
is league average at his position, he's worth keeping. This
is why being present for the draft is so vital. It allows
you to be more purposeful in targeting specific players
as opposed to being subjected to the whims of a preset list.
I know that making the draft is hard for many people, but
I truly find interacting with people there the best part
of the league. Also, if you don't have at least next season's
training camp plan in mind before you draft, you're doing
yourself a disservice. Draft players where you'll find out
their viability as quickly as possible. If they aren't going
to pan out, you want them off your roster as soon as possible.
To
sum this section up, not every draft-pick needs to be a
"home run," but they need to at least get on base.
Third,
tracking the maximum potential of each player's ratings
is vital to evaluating them. I'm hopeful that everyone has
the training camp progression information. I assume it is
common knowledge, but in case it isn't, here it is. (I do
have to give a hat-tip to Lou, my USAFL mentor, for all
of the following information.)
Based
on their first training camp, you can tell a lot about a
player.
If
you don't train an area and it goes up by +1, the player's
potential maximum in that area is at least 25 higher than
what it currently is. I.e. if a DL's EN goes from 53 to
54, his maximum potential in EN is at least 79…likely more.
If a non-trained rating doesn't go up by +1, then the maximum
potential of that rating is no more that 24 higher than
what it currently is…likely a lot less, in fact. A rating
of 76 or higher will never go +1.
Based
on what a rating is when you camp it, there are certain
limitations on how much a rating will improve. The following
table lists those limitations. You read the three numbers
as follows:
Init
= Initial Rating,
Imp
= Total Rating Improvement, Fin
= Final Rating
Init
|
Imp
|
Fin
|
|
Init
|
Imp
|
Fin
|
|
Init
|
Imp
|
Fin
|
|
Init
|
Imp
|
Fin
|
|
Init
|
Imp
|
Fin
|
|
Init
|
Imp
|
Fin
|
98
|
1
|
99
|
|
90
|
6
|
96
|
|
85
|
10
|
95
|
|
80
|
12
|
92
|
|
75
|
16
|
91
|
|
70
|
19
|
89
|
97
|
2
|
99
|
|
89
|
6
|
95
|
|
84
|
10
|
94
|
|
79
|
12
|
91
|
|
74
|
16
|
90
|
|
69
|
19
|
88
|
96
|
2
|
98
|
|
88
|
6
|
94
|
|
83
|
10
|
93
|
|
78
|
12
|
90
|
|
73
|
16
|
89
|
|
68
|
19
|
87
|
95
|
3
|
98
|
|
87
|
6
|
93
|
|
82
|
10
|
92
|
|
77
|
12
|
89
|
|
72
|
16
|
88
|
|
67
|
19
|
86
|
94
|
3
|
97
|
|
86
|
6
|
92
|
|
81
|
10
|
91
|
|
76
|
12
|
88
|
|
17
|
16
|
87
|
|
66
|
19
|
85
|
93
|
3
|
96
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
65
|
25
|
90
|
92
|
3
|
95
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
64
|
25
|
89
|
91
|
3
|
94
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
63
|
25
|
88
|
If
the initial rating is a 79, the most it can improve is +12
to a 91. If it does go to a 91, then you know the player
has a maximum potential of 99 in that rating. Notice that
the maximum training camp yields come at intervals of 5s.
If you camp a guy with max potential at rating 65, he'll
go to 90. If you wait until he goes +1 and camp him at rating
66, he'll go to 85. Camp at 75 with max potential? Goes
to 91. Wait until 76? Goes to 88. Timing your camps is really
important to maximizing your players.
There
is a maximum of +25 on rating improvements. If you train
a player's rating when it is 61 or lower and it goes +25,
then the maximum potential of the player is at least 12
more than the current rating. It might be maximum, but there
is no certainty yet.
In
the case of a rating going up but not going +25 or meeting
one of the limitations listed above, the player's rating
went up by 2/3rds of their available potential. For example,
if a rating is initially 72 but then trains to an 80 (+8),
then that rating's maximum potential is 84 (+8 is 2/3rds
of available potential of 12.)
The
only comment I want to end this section on is that sometimes
there are slight, unexpected variables to the above math.
I don't know why, but there is a small amount of variability
that shows up from time to time. Not often, mind you, but
enough that the above can't be carved in stone.
(Editor's
note: These basics were taught to me by my mentor Fred Hurtubise
many moons ago and they still ring true today!)
Finally,
I think it's instructive to notice the positional breakdowns
the designers used. While all of my ratings will lump all
RBs, OL, DL, and DBs together, there is room for all different
types of players.
For
instance, I think our league sort of evaluates all DL the
same. Max AC? That's my guy! Anything less and he's not
so viable. For defensive tackles, I'm all in on that strategy.
But if you check the designer's formula for defensive ends,
SP is rated higher, with AG and AC rated the same. This
means there is room for a mid-70s AC defensive lineman as
long as he can compensate in SP and AG. Just stick him at
DE!
There
is even more variance on the offensive line. Again, AC is
king in our league, yet for the designers that really only
holds true for offensive tackles. For offensive guards,
they only rate AC as a 2! Many different OL builds are viable.
For
me, the lesson was to not dismiss players because they don't
fit a singular mold. Different positions benefit from different
builds.
The
number/stats nerd in me has really enjoyed learning and
tracking this information. I'm certain that much, if not
all, of what I've laid out here is old-hat for all of you,
but I'm hopeful that perhaps you found something useful
in my reflections. Good luck, and I hope to see you in the
draft room soon!