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Old 03-16-2021, 12:10 AM   #6
scipper
Minors (Rookie Ball)
 
Join Date: Nov 2018
Posts: 24
Running
TL;DR Running stats are uncapped, so you can take advantage of this. High stealing/high speed players can mess with other teams.

Let’s talk about how many hits there are at the end of the season. During the first couple games (of PT) of a season, OOTP figures out the average stats of those playing. From those stats, it calculates the correct rate to match the hits total of the 2010 MLB season. It then sets those rates and keeps them for the rest of the season. This means that the league will produce within about 5% the 2010 MLB season totals. The same number of hits, home runs, walks, … (Discussion about it here. Generally QuantaCondor knows a lot about this. Others who have talked about this on the forums and who are much more knowledgeable than me - Syd Thrift and RonCo). Hits, home runs, walks, all match season totals, but a couple stats don’t… steals being one of them. This means that steals don't have a limit. With the other stats, you’re battling others for a slice of the pie, but with steals, there is an unlimited pie. In some perfect leagues there were 7000-8000 steals in a season. The highest amount in the last 20 years was in the 3000’s. This is great for people who know how to get a steal. Let’s talk about the ratings - speed is how often they’ll attempt a steal, but does not affect success. The steal rating is how often they’ll succeed at a steal, but not how often they attempt. So a high-speed/low-stealing player will attempt a ton of steals and get caught a lot. A low-speed/high-stealing player will not attempt many but succeed often. You should edit your sliders so high-success stealers to push their luck more (and vice versa). Baserunning affects how they’ll do along the base paths outside of steal attempts.

This is the code I’ve worked on the least - especially UBR. I don’t even try to calculate wGDP. Improving this part is a good area for improvement. See new stuff here.
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