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OOTP 26 - General Discussions Everything about the brand new 26th Anniversary Edition of Out of the Park Baseball - officially licensed by MLB, the MLBPA, KBO and the Baseball Hall of Fame.

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Old 04-15-2025, 11:35 AM   #21
squirrel
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I've posted below the settings I used in the test league that generates the results above.

Some observations:

- These ought to convert to WAR estimates with a runs-per-win constant of something like 10 (so shortstop IF range 38.3 runs is about 3.83 WAR)

- BUT replacement level and 50-rated everything is not the same - the replacement level SS on my waiver wire in a MLB save is rated something like 55 not 50

- I'm surprised by the range results at 2B (too uniform vs my prior expectations) and RF (too low)

- I'm aware the 1-250 scale is more granular than 20-80 but I prefer the immersion of sticking to 20-80

Last edited by squirrel; 04-15-2025 at 11:40 AM.
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Old 04-15-2025, 11:37 AM   #22
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Old 04-15-2025, 12:06 PM   #23
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Another observation - the team with all-50 rated hitters that faced the all-50 defense had runs per 162 games within +/- 2 runs of the mean in 80% of 100+ simulations of 100k games...I take that to mean variances within 4 runs in the table above could entirely be down to randomness and not underlying player skill flowing through from the ratings IYSWIM
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Old 04-15-2025, 12:39 PM   #24
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Same idea but for hitters:

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Old 04-15-2025, 02:05 PM   #25
Guthrien
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*Fielding DRS Stats*

This is great. It seems to prove the established wisdom. There are a couple that surprise me if I'm reading this correctly. Often, you see a player that has a great infield profile except for a weak arm almost always shoehorned into 2B. It appears here that arm is far more significant to 2B than SS? Of course, assuming I had the range and error ratings, I'd still make more of an impact at SS, but arm isn't that impactful. It's as impactful as 3B from 2B! This literally makes me wonder if there's something wrong in the engine?

Is throwing out runners from C related to the relatively low amount of SB in a modern environment?

Last edited by Guthrien; 04-15-2025 at 02:07 PM.
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Old 04-16-2025, 01:31 AM   #26
squirrel
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Originally Posted by Guthrien View Post
*Fielding DRS Stats*

This is great. It seems to prove the established wisdom. There are a couple that surprise me if I'm reading this correctly. Often, you see a player that has a great infield profile except for a weak arm almost always shoehorned into 2B. It appears here that arm is far more significant to 2B than SS? Of course, assuming I had the range and error ratings, I'd still make more of an impact at SS, but arm isn't that impactful. It's as impactful as 3B from 2B! This literally makes me wonder if there's something wrong in the engine?

Is throwing out runners from C related to the relatively low amount of SB in a modern environment?
I'd point to my testing approach before anything in the engine...I'm iterating that as I go and were I to do this again I think the baseline I would use would be the league median rather than all-50 ratings...but FWIW I think I would say the main things so far in this for me are

1. The 2B numbers look odd so I will revisit them in case something obvious I have done wrong in the analysis (typos etc)

2. Generally, except for SS and CF and maybe 2B I think I probably have overvalued defense and need to be more bat-first when I play OOTP from here on in
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Old 04-16-2025, 09:41 AM   #27
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I think #2 is, without question, true. I think it was already generally accepted that C has been gradually degraded in defensive importance and therefore could be less stressed in the 'defensive center' strategy. Not that there are endless offensive options at that position, but there are enough at all the others you would be leaving wins on the table.
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Old 04-16-2025, 11:29 AM   #28
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Curious why you did the statistical modifiers different from MLB start. It's going to heavily influence the outcomes isn't it? Shouldn't they be setup like this? Perhaps it would only be some defense that it would influence.
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Last edited by perfektootp; 04-16-2025 at 11:31 AM.
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Old 04-16-2025, 12:58 PM   #29
squirrel
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Good question and one I don't have much of an answer to. I don't know how these numbers work or how much of a difference they make.

I think if I did this again I would try to set them to be identical to my MLB sim but I can see that these numbers move around from season to season and I don't think I understand the distributions of these numbers i.e. how they vary from year to year.
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Old 04-16-2025, 02:38 PM   #30
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Now done the pitchers - same idea, all pitchers and hitters set to 50 everything, then varied the #1 starting pitcher for Team A, one rating at a time

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Old 04-17-2025, 10:31 AM   #31
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Thanks for publishing all this.

For defensive ratings, it's worthwhile to look at ratings below 50 (or 55) as well just to see the full spread of how many runs you lose by running out a terrible defender. In looking at this in OOTP 25, there were definitely some lower and upper bounds where it really didn't matter much if you were a 20 vs 30 range defender, or a 70 vs 80 range defender. This reddit post comments on this phenomenon as well: https://www.reddit.com/r/OOTP/commen...ue_in_ootp_25/

From my defensive testing (which was done similarly, creating an "average" defensive team and then adjusting one variable and running 16200 games in the simulation module) I found the following spread from worst-to-best (e.g. how many runs different from a 20 to an 80) for these variables, measured in runs per season for a starter:
C Framing 30
C Arm 30
2B Range 45 (with essentially no benefit beyond 65 range)
2B Arm 15
2B DP 35
3B Range 20
3B Arm 15
SS Range 50 (no benefit beyond 70)
SS Error 10
SS DP 15
LF Range 40 (no benefit beyond 65)
LF Arm 10
CF Range 60 (no benefit beyond 65)
CF Arm 25
RF Range 30 (no benefit beyond 55)
RF Arm 15

I also found that these were cumulative, so if you stacked a good range and a good arm that it would lead to even better results for that player. I would also emphasize that these findings are all in a very artificial testing environment.

HOWEVER- in practice, I also found that it was extremely difficult to use these numbers, because "real life" OOTP teams have such varied defenses and you aren't comparing to 50 or 55. Not to mention that for many players in practice, they might have 70 range but not be maxed out on experience at the position, which impairs their performance. So in modeling defense for my projection system, I actually found it considerably simpler (and reasonably accurate) to just base it on the position ratings rather than the individual component ratings. This was all calculated in OOTP 25 in a "real life" league, essentially figuring out how many runs per game a 25 SS vs a 55 SS would end up with in ZR (and incorporating arm and benefit to runs allowed for catchers). The position ratings are heavily driven by range anyway, which is the most important component. I found that from a 20 to 80 defender you would end up with the following ranges of values, in terms of runs per inning, from worst to best:

C .039 (53 per 150 games/1350 innings)
1B .009 (12)
2B .033 (45)
3B .025 (34)
SS .045 (61)
LF .024 (32)
CF .040 (54)
RF .028 (38)

In most cases, the "cut point" for where a player is accruing positive defensive value is around 55- so a player less than 55 at that position will end up with negative defensive value, while a player above that will end up with positive value. Of note, this is likely not true in an online league where savvy players are not running out 40 center fielders and are prioritizing good defensive players- in that setting, you probably need at least 60-65 at a position to end up with positive defensive value.
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Old 04-17-2025, 11:19 AM   #32
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Originally Posted by jaa36 View Post
Thanks for publishing all this.
...
HOWEVER- in practice, I also found that it was extremely difficult to use these numbers, because "real life" OOTP teams have such varied defenses and you aren't comparing to 50 or 55. Not to mention that for many players in practice, they might have 70 range but not be maxed out on experience at the position, which impairs their performance. So in modeling defense for my projection system, I actually found it considerably simpler (and reasonably accurate) to just base it on the position ratings rather than the individual component ratings. This was all calculated in OOTP 25 in a "real life" league, essentially figuring out how many runs per game a 25 SS vs a 55 SS would end up with in ZR (and incorporating arm and benefit to runs allowed for catchers). The position ratings are heavily driven by range anyway, which is the most important component. I found that from a 20 to 80 defender you would end up with the following ranges of values, in terms of runs per inning, from worst to best:

C .039 (53 per 150 games/1350 innings)
1B .009 (12)
2B .033 (45)
3B .025 (34)
SS .045 (61)
LF .024 (32)
CF .040 (54)
RF .028 (38)

In most cases, the "cut point" for where a player is accruing positive defensive value is around 55- so a player less than 55 at that position will end up with negative defensive value, while a player above that will end up with positive value. Of note, this is likely not true in an online league where savvy players are not running out 40 center fielders and are prioritizing good defensive players- in that setting, you probably need at least 60-65 at a position to end up with positive defensive value.
I am trying to utilize this (and the OP's work) to optimize a lineup, was hoping you could explain a bit further. Specifically, how do I translate the above into defensive runs or WAR? For example, let's say I have 4 different players:

1B #1: 50 skill
1B #2: 60 skill
CF #1: 45 skill
CF #2: 65 skill

How would the above translate to runs / WAR?

EDIT:
Not sure if my math is right here, but assuming that a 80/80 catcher would be worth +53 runs (and 5.3 wins), and a 20/80 catcher would be worth -53 runs (and -5.3 wins), I come up with the following:

1B, 50 skill: 0 WAR (Replacement Level)
1B, 60 skill: 0.4 WAR
CF, 45 skill: -0.9 WAR
CF, 65 skill: 2.7 WAR

EDIT 2: Unless my math is wrong. It looks like if I take 1,350 innings and divide by 53, I get 0.039. So that indicates the range difference between a 20 and 80 catcher. Since this is a bell curve, does that mean you can have +26.5 runs at the top (+2.6 wins), and -26.5 runs at the bottom (-2.6 wins)?

Last edited by drzaius; 04-17-2025 at 01:21 PM. Reason: Added some math; edit 2: math is wrong?
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Old 04-17-2025, 02:33 PM   #33
MickDaQuick
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Posting below an attempt to value defensive ratings using runs saved.
Wow, thanks! This is very interesting. I'm especially surprised by the big increase in runs saved by a 2B with better arm vs better dp rating.
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Old 04-17-2025, 10:24 PM   #34
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Quote:
Originally Posted by drzaius View Post
I am trying to utilize this (and the OP's work) to optimize a lineup, was hoping you could explain a bit further. Specifically, how do I translate the above into defensive runs or WAR? For example, let's say I have 4 different players:

1B #1: 50 skill
1B #2: 60 skill
CF #1: 45 skill
CF #2: 65 skill

How would the above translate to runs / WAR?

EDIT:
Not sure if my math is right here, but assuming that a 80/80 catcher would be worth +53 runs (and 5.3 wins), and a 20/80 catcher would be worth -53 runs (and -5.3 wins), I come up with the following:

1B, 50 skill: 0 WAR (Replacement Level)
1B, 60 skill: 0.4 WAR
CF, 45 skill: -0.9 WAR
CF, 65 skill: 2.7 WAR

EDIT 2: Unless my math is wrong. It looks like if I take 1,350 innings and divide by 53, I get 0.039. So that indicates the range difference between a 20 and 80 catcher. Since this is a bell curve, does that mean you can have +26.5 runs at the top (+2.6 wins), and -26.5 runs at the bottom (-2.6 wins)?
You're closer with edit 2- you'd have a difference of 53 runs over the course of 1350 innings with a 20-defensive-rating catcher vs an 80-defensive-rating catcher, but it's not linear or a bell curve. Often there is little if any difference as you approach the upper or lower limits. You can look at the exact numbers in the fifth sheet of the spreadsheet I attached to the fourth post of this thread ("Projection Constants"), and attaching a screenshot here as well to show the exact numbers. The ones in bold are imputed rather than directly calculated, as the sample sizes were too small to provide any value, even with 20 seasons' worth of data. Again, just to be super clear, this was all done in OOTP 25, it's very possible things are different in 26.

The other piece that is confusing and very difficult to understand is the positional adjustments and replacement level calculations- which you really need to look at https://library.fangraphs.com/misc/war/ or a similar source to understand in detail. I used the values from Baseball Reference for positional adjustments (slightly different from the ones you get on Fangraphs), and the upshot is that an average-fielding center fielder is more valuable than an average-fielding first baseman. Which is intuitively obvious, but you need to have a standard for it. So a league-average hitter who plays an average-fielding first base will end up being a less-than-average player (ending up around 1.0 WAR on a full season), while a league-average hitter who plays an average-fielding shortstop will end up being a better-than-average player (ending up around 2.7 WAR).

I'd say that based on these numbers, that the difference between a 50 and 60 defensive first baseman is about (0+.003)*1350=4 runs per year (0.4 WAR), and the difference between a 45 and 65 defensive center fielder is about (.014+0.08)*1350=30 runs per year (3.0 WAR).

Hope that helps and doesn't further confuse things...
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Last edited by jaa36; 04-17-2025 at 10:27 PM.
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Old 04-22-2025, 11:18 PM   #35
trence
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Hi,

Just installed the tool tonight, very cool. I am having one small issue, I didn't know if you'd seen during your setup. I am running into it showing my best players as only capable of a negative WAR(not just my players). I must have done something incorrect.

For example, Elly De La Cruz at -3.3 WAR

https://imgur.com/a/SHXkwWb

Any guidance you could provide would be greatly appreciated!

Last edited by trence; 04-22-2025 at 11:36 PM.
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Old 04-23-2025, 10:32 AM   #36
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Hi,

Just installed the tool tonight, very cool. I am having one small issue, I didn't know if you'd seen during your setup. I am running into it showing my best players as only capable of a negative WAR(not just my players). I must have done something incorrect.

For example, Elly De La Cruz at -3.3 WAR

https://imgur.com/a/SHXkwWb

Any guidance you could provide would be greatly appreciated!
Could be your python environment. Might want to try a cloud-based IDE like google colab and see if you get the same results.
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Old 04-23-2025, 07:50 PM   #37
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Could be your python environment. Might want to try a cloud-based IDE like google colab and see if you get the same results.
Thank you, I'll try that out.
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Old 04-23-2025, 09:40 PM   #38
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Thank you, I'll try that out.
I tried it. I re-downloaded the Jupyter file, re-exported my CSVs (10 CSV files, re-checked the video for selected boxes). Synced CSVs with Drive. Imported them into the notebook fine.

Ran it multiple times, and im getting the same values. -3.22 for Elly. That makes me think I'm doing something wrong consistently. I use 0-100, could that be an issue?

Last edited by trence; 04-23-2025 at 10:24 PM.
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Old 04-23-2025, 10:21 PM   #39
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I tried it. I re-downloaded the Jupyter file, re-exported my CSVs (10 CSV files, re-checked the video for selected boxes). Synced CSVs with Drive. Imported them into the notebook fine.

Ran it multiple times, and im getting the same values. -3.22 for Elly. That makes me think I'm doing something wrong consistently. I use 0-100, could that be an issue?
That's 100% the issue. I believe this is built for 20-80.
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Old 04-23-2025, 10:56 PM   #40
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That's 100% the issue. I believe this is built for 20-80.
That did the trick. Thank you for your help.
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