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Old 03-31-2023, 08:24 PM   #1
PSUColonel
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Modifiers Tutorial

If there is anyone who might consider themselves to be very god with OOTP modifiers, a little help would be very appreciated. I am entering the stat totals in the required fields and then hitting the auto-calc button. Fine Good...is everything supposed to be good from here? Is it actually that simple? I just don't think it is..as general strategy settings also seem to change with the auto-calc....and sometimes they look nothing like the default settings...I am not trying to re-create another era of baseball, or engage in any historical play either.

Should I be listening to what the auto-calc is telling me? If not, I don't see any way to get things working well without endless testing (something I am just not interested in)
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Old 03-31-2023, 09:16 PM   #2
atlbrave1
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Unfortunately not that simple. I have never been able to figure out the amount of effect the league totals have on the game, but the modifiers are what you want to tinker with, not the totals, generally. Don't want to be the bearer of bad news, but get ready for (somewhat) endless testing.
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Old 04-01-2023, 04:30 AM   #3
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The league modifier page has basically three sections. The top section relates to basic league totals, the bottom section fielding totals per position and the middle section is a combination of "minor" league totals and league strategy.

The problem with Auto Calc is that only the top section has any user input but any time you use this function the modifiers in the other two sections are also adjusted. On top of that Auto Calc is not very accurate. The advantage of Auto Calc is that it is quick and gives decent results, but for me it is not good enough.

In my fictional league I am looking for very specific league totals. This includes almost everything, for example: number of balks, exact FLD% per position, average number of IP and pitches thrown per appearance for both SP and RP. The only way to achieve this is by manually adjusting each modifier and yes that means endless and endless testing. I usually run a 50 year test and then have the game generate various reports. I put these in spreadsheets and calculate average league totals. Based on these results I then adjust the modifiers and run another test. Unfortunately there is no logical way to adjust the modifiers to get the results you want. It is a combination of trial and error and experience. I always save the test results and modifiers used during these tests. Then after a half dozen tests you can calculate the average league totals and modifiers used during these tests and further narrow down the modifiers needed.

I would not recommend doing this. I have been doing this for a long time and have build up quite some experience in this over the years and have various spreadsheets set up. Without this it will be a real pain to try this and extremely time consuming. One thing you could do is fill in the league totals you want in the top section and note down the modifiers in the two other sections. After using Auto Calc you can then re-enter the original modifiers in the other two sections. Auto Calc does a decent job I think but if you want exact specific league totals the only way to achieve this is, as you say, endless testing.
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Old 04-01-2023, 08:08 AM   #4
Dr Naysay
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I don't understand how the 2022 AAA or AA or A+ numbers are so out of whack to what the real numbers were for last year and the HR modifiers are insane in the PCL and the International League are ridiculously high. I understand the PCL is quite a HR friendly league but 2.203 seems overkill.
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Old 04-01-2023, 09:07 AM   #5
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PSUColonel, I think it IS that simple .. and yet it's not. As Dutch Alexander mentioned, when you click that Auto-Calc button (or have the system auto-calc on opening day), a lot of other things change, especially pitching and fielding modifiers. For example, run auto-calc in 1884, all the errors change from 1.00 to 5.00 or higher.

I generally enter my desired stats, depending on what era/type of stats you want. Baseball reference has a page that lists all-time batting stats, so you could copy from there, or simply start a historical season for the year you want, run it to opening day and auto-calc, then copy them to your league.

Although very complex, if you keep all the other stuff constant as Dutch suggests above, it isn't too bad. If you enter a high number of triples and run auto-calc, the triples modifier will go up. Lower hits, that mod will go down. My advice is keep an eye on your league totals. I will play a week or so and check to make sure the averages, walks and strikeouts are close to what they should be. I then fudge whatever modifiers are out of whack. Changing the actual totals doesn't do anything unless you can somehow recalculate. I just played a save using a mix of fictional and 1800's players, and because I was managing a minor league team, wasn't checking the fact that someone hit 110 homers in a 112-game schedule.
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Old 04-21-2023, 02:32 PM   #6
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I'm struggling with this now. I'm trying to create a 16 team that starts in 1871 with 1871 financials, but I want to use 1996 league totals. I end up with guys hitting 150 hr's in one season. If I select "use auto-calc of modifiers for accuracy", i get deadball era stats.
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Old 04-21-2023, 02:37 PM   #7
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Quote:
Originally Posted by DrSatan View Post
I'm struggling with this now. I'm trying to create a 16 team that starts in 1871 with 1871 financials, but I want to use 1996 league totals. I end up with guys hitting 150 hr's in one season. If I select "use auto-calc of modifiers for accuracy", i get deadball era stats.
There were 28 team in 1996. If you are using the literal league totals from 1996, that's a lot of homeruns to be hit by just 16 teams worth of players. The 150 is them trying to get there (to those totals - like the nearly 5,000 HR hit that season) but they have half the men so need about twice as many HR per man...
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Old 04-21-2023, 02:51 PM   #8
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Unless his AB total isn't accurate, that should mitigate the difference in number of teams.

Can't say what the issue is off the top of my head, but I've used major league totals for as few 4 teams and with auto-calc got what I wanted.
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Old 04-21-2023, 02:53 PM   #9
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Might be something to do with whatever PCM modifiers were used in combination with 1996 totals? The weird part is that if auto-calc got dead ball era stats, that tells me the totals entered weren't 1996?
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Old 04-21-2023, 02:56 PM   #10
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I suggest turning off auto update strategy settings. Then put in the league totals you want. You should be able to put in 100000 AB to make things easier to calculate. If LF you want your league to gate .265, then put in 26500 hits and so forth.

Under no circumstance would I recommend pressing the auto calculate button. Put your league totals in before opening day and let the game calculate the modifiers when it moves to the first day of the season.

Regarding fielding percentages. Try first selecting a season with fielding percentages you want. So if you want 1975 fielding percentages by position, then select 1975, then enter in your batting totals per 100000 AB, then proceed to opening day. As long as you let the game generate the modifiers on its own I think it should work the way you want. That may work for you.

Other than that you will need to create your own league totals files.
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Old 04-23-2023, 06:57 AM   #11
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Quote:
Originally Posted by Dutch Alexander View Post
The league modifier page has basically three sections. The top section relates to basic league totals, the bottom section fielding totals per position and the middle section is a combination of "minor" league totals and league strategy.

The problem with Auto Calc is that only the top section has any user input but any time you use this function the modifiers in the other two sections are also adjusted. On top of that Auto Calc is not very accurate. The advantage of Auto Calc is that it is quick and gives decent results, but for me it is not good enough.

In my fictional league I am looking for very specific league totals. This includes almost everything, for example: number of balks, exact FLD% per position, average number of IP and pitches thrown per appearance for both SP and RP. The only way to achieve this is by manually adjusting each modifier and yes that means endless and endless testing. I usually run a 50 year test and then have the game generate various reports. I put these in spreadsheets and calculate average league totals. Based on these results I then adjust the modifiers and run another test. Unfortunately there is no logical way to adjust the modifiers to get the results you want. It is a combination of trial and error and experience. I always save the test results and modifiers used during these tests. Then after a half dozen tests you can calculate the average league totals and modifiers used during these tests and further narrow down the modifiers needed.

I would not recommend doing this. I have been doing this for a long time and have build up quite some experience in this over the years and have various spreadsheets set up. Without this it will be a real pain to try this and extremely time consuming. One thing you could do is fill in the league totals you want in the top section and note down the modifiers in the two other sections. After using Auto Calc you can then re-enter the original modifiers in the other two sections. Auto Calc does a decent job I think but if you want exact specific league totals the only way to achieve this is, as you say, endless testing.
This is a good explanation, this is a similar approach to mine. Took a lot of testing but I have got to a stage where I am very comfortable and happy with my process.

Similar to you, I have fixed numbers I use for the bottom section and the left hand side strategy settings. I will let auto calc run on OD but will manually overwrite these sections and only roll with the new modifiers for the league totals. This helps give me the numbers I expect. Unfortunately, there is no way to automate it though and requires attention every OD.
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Old 05-16-2023, 01:30 AM   #12
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So in my fictional league is just have all 1.000 in each position range and errors the safe way to go?
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Old 05-16-2023, 04:05 AM   #13
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It is certainly the safe way to go. You will barely notice the difference and 1 is easier to manage.
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Old 05-16-2023, 11:50 AM   #14
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Here is a trick that I'm actually surprised hasn't been mentioned yet. On opening day go to simulation mode. Run a single complete season. check the stats that come from that sim. Adjust your modifiers if you need and run another single year sim in simulation mode. I do this for all my league levels on opening day.
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