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#121 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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1. Obtain a players vs L only stats.
2. Enter them into the stats section of the editor of a test player 3. Select "calculate ratings from these stats" or whatever close to that it is called. 4. The resulting "combined" ratings are the player's ratings vs L. 5. Record the ratings, BABIP, Avoid Ks, etc. Repeat this for vs R You now have ratings for the player for both vs L and vs R. Now you can create your actual player with these ratings. Put these ratings in the vs L and vs R columns and you're done. The resultant stats in OOTP will likely not match real life stats because the stats shown on OOTP are weighted 25% vs L and 75% vs right. It is highly unlikely your player's actual matches this weighting. But it's irrelevant. The game runs on the split ratings not on the combined ratings or resultant stats. Before the game offered real splits the choices were no splits or random splits. Random splits were created around the players overall rating based on some average difference between vs L and vs R with possibly some randomization thrown in. Dissatisfied with that I created a spreadsheet so I could convert a player's overall ratings for the season to L/R splits which applied his career splits (to get a good sample size) to his overall ratings for that season. Last edited by Brad K; 10-25-2021 at 12:35 AM. |
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#122 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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In my situation working from the game's ratings of players the originating stats were neutralized. In your situation you're starting from "actual" real stats where in the game "real" means something else. Since only a few players are involved and they all had the same home park I suppose you could manually adjust them from the games era_ballparks file entry for Dodger Stadium.
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#123 | |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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#124 | |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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Why is that? What types of results do you get that are preferable for you compared to if you used "real" stats for a 1-ur recalc? (I'm still trying to understand the difference, in terms of results, output, etc.)
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#125 | |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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Quote:
I don't know what the current game would do. I may try it. It may provide a clue on how the game is calculating splits. |
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#126 |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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I thought I'd give this old thread a kick since I'm still wondering about this...
Why is that? What types of results do you get that are preferable for you compared to if you used "real" stats for a 1-yr recalc? (I'm still trying to understand the difference, in terms of results, output, etc.) Definitely interested in Garlon's perspective on this, but also interested in anyone else's. To clarify, if needed, as to what I'm looking for in an explanation, I'll use the injury setting options as a crude example: - Use Injury frequency on Very High if you want the most injuries possible. - Use Injury frequency on High if you want injuries to approximate the modern-day frequency. - Use Injury frequency on Extremely Low if you want injuries, but as few as possible. - Disable injuires if you want no injuries at all. So, for real stats vs neutralized stats, I'm looking for the sentences to be finished in the same manner: - Use real stats if you want... - Use neutralized stats if you want... Thanks in advance
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#127 | |
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Hall Of Famer
Join Date: Jun 2006
Posts: 5,345
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Quote:
Basically, the idea behind neutralized stats in general is to clear out the noise that you find in stats based on things like the ballpark a player played in, how offensive the specific era/year they played in etc, to try and put everyone throughout all of baseball history on an equal plane. As if they'd all played for the same team in the same ballpark in the same year. You can see a slightly more detailed explanation of this from Baseball Reference here: https://www.baseball-reference.com/a...iv_stats.shtml Whether you'd want to use that or not, totally depends on what you want out of a specific sim. I would think it makes most sense for a random debut league or playing through all of baseball history if you were going to keep each year as having the same offensive environment, all neutral park factors etc just to see what might happen. But if you're trying to reply as close as possible to specific seasons, like I think you generally try to do, then neutralized stats would really not be helpful with that at all. I'll admit that I'm probably not going to immerse myself in the "slightly more detailed explanation" that can be found in the b-ref link. However, the part in bold above is the answer I was looking for, along with the everything else he wrote as the justification for it.Thanks, Lukas!!! |
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#128 |
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Banned
Join Date: May 2016
Location: St Petersburg Florida USA
Posts: 6,693
Infractions: 0/2 (4)
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The recommendation is to not used neutralized stats. The alternative is to use "real" stats. Which are also neutralized. The difference is "real" stats have the home run peaks cut off. So following the recommendation changes nothing except player peak home runs are lower. I'm sticking with neutralized stats.
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