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don't change the totals unless you change them all to fit.
why not e.g. -- increasing the hr total now makes your babip out of whack relative to your league totals. totals should jive together for best resutls, from what i understand.
if you want more hr, use the modifier.
if you had ~4000hr before, you want to take the existing modifier and multiply it by 1.5 (or (6000/4000)).
target # / existing average = change required of existing LTM
**** IF you want totals that differ from the ones in stats and do not change them to reflect it properly, use "auto-calc" as you normally do to callibrate league, BUT you must re-apply the factor to HR in the example above... so, after any auto-calculation of modifiers, you'll have to multiply it by ~1.5 as in the example above. auto-calc callibrates to Totals.. if oyu want 50% more, you need to multiply the modifier by 1.5.
the "modern equiv." stuff applies to teh player creation modifiers, but if it says that for the league totals modifiers it should not.
-- you last question = no idea!
you can try using the new hr total and see if it causes anyhtign alarming and jsut click "auto-calc" to find the best modifier to hit that total RELATIVE to current talent in league...
talent ebbs and flows, so the year you click auto-calc will influence where you 'center' the league stats.
if you click auto-calc every year in fictional play, it causes flat stats, so don't do that... just click occasionally and adjust any mods you want to differ from the given Totals. after auto-calcing the modifiers, the average will be the ~Total, give or take for normal volatility of resutls.
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