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I'll try to give you a shorter answer to a somewhat complex in-game design.
First you need to understand the Big Three: Stuff, Movement and Control. These (plus ground ball percentage) are what I use to look for pitchers. The rest -- pitches and stamina -- mostly matter for the pitcher's role on your team.
Stuff translate into the ability to strikeout batters. The higher the STUFF rating, the more strikeouts you should expect. Control is how often does the batter walk hitters. Higher means fewer walks allowed and is a good thing. Movement (which could mean other things, but in OOTP terms does NOT) is the ability to prevent home runs. Higher is better and low MOVEMENT means lots of home runs allowed.
The STUFF rating is derived from the individual pitch ratings, so high pitch ratings will yield high STUFF ratings. Certain pitches such as sinkers will produce high groundball ratings. You will learn which pitches do this through experience.
Movement is generally independent of pitch type (at least that appears to be the concensus today).
I look for high groundball rates, high movement and high control to build my staff. This requires at least very good shortstops and secondbasemen to catch all the groundballs. I will usually look for a closer with high STUFF to come in and strike out batters with the game on the line.
There are other ways to build a staff, but this way works well for me.
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"My name will live forever" - Anonymous
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