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Old 07-06-2016, 02:03 PM   #1
koohead
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League Totals - AL and NL problem

I'm having a hard time dealing with getting League Totals (and probably the League Totals Modifiers) just right because of the DH (I'm guessing). Seems that the NL comes out pretty close, but the AL is offensively higher, and a significant amount. Just take BABIP...using 2011 League Totals, the NL comes out around .255. the AL however is always north of .265. Only thing I can think of that's causing this is the DH. I can understand and expect the AL to be a few points higher...like say .257 or .258...but not 10 pts higher than the NL. Short of adding league totals for AL and NL to the game (hopefully this would be in a future version), any other way to handle this?
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Old 07-06-2016, 05:13 PM   #2
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as far as i know the totals and modifiers are applied to the league, not individual sub leagues. the modifiers aren't used to simulate that effect. that occurs on its own as the simulation plays out.

unfortunately, you'll need alot more than one year to be sure of anything, too. in my experience the BA, for example, will ebb and flow in a range of .010 to .015 in a 28-30team / upper ~.250s BA average overtime. so, it depends on if you are at the low, middle or high end in the current year to make good use of that information... which you can only know in hindsight.

*that BA range probably gets larger as you get further above .260. also, that is a league-wide average. a sub league average will be more volatile... i don't have any guesstimate on a BA range for a 14-16 team sub league for you. possibly twice as large.

Last edited by NoOne; 07-06-2016 at 05:22 PM.
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Old 07-07-2016, 12:19 AM   #3
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Quote:
Originally Posted by NoOne View Post
as far as i know the totals and modifiers are applied to the league, not individual sub leagues. the modifiers aren't used to simulate that effect. that occurs on its own as the simulation plays out.

unfortunately, you'll need alot more than one year to be sure of anything, too. in my experience the BA, for example, will ebb and flow in a range of .010 to .015 in a 28-30team / upper ~.250s BA average overtime. so, it depends on if you are at the low, middle or high end in the current year to make good use of that information... which you can only know in hindsight.

*that BA range probably gets larger as you get further above .260. also, that is a league-wide average. a sub league average will be more volatile... i don't have any guesstimate on a BA range for a 14-16 team sub league for you. possibly twice as large.
thanks for the thoughts. I posted this after doing a 10 year sim. I'll run this league out 30 years and see how it looks. Good point that the BA will flux over time. Possibly the first 10 years of this particular universe just needs time to sort itself out (talent wise). Which brings up another thing I've always struggled with...why is it the first year of a new universe always has whacked out stats? Seems like fictional universes don't have the right player/talent distro if you let the AI fill rosters? Has anyone played around with this more and tweaked the player creation modifiers to have a more realistic/stable years 1-5?
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