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| OOTP 8/2007: General Discussions Talk about our upcoming version of the game... |
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#1 (permalink) |
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Minors (Triple A)
Join Date: Mar 2004
Location: Parts Unknown
Posts: 251
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94 HR in a season
So I was running this historical sim right, and I managed the Detroit Tigers until 1948 and got bored. I decided to set the auto sim for about 100 years and let it rip. I stopped it around 2041 and decided I wanted the league to re-adopt the 4 man rotation. I set it, but it wouldn't stick. The following year it switched back to 5. So I looked at the settings and unchecked "Automatically adjust league total modifiers after each season". I thought for some reason this would keep the stategic tendencies where I set them. I misread the setting, but no big deal...so I thought. For the next three seasons HR production has doubled. The 2045 league leader in HR's had 94. Several people hit over 80hrs and 200 RBI. The league totals are the same as they were before I changed the setting, and so are the modifiers. I'm a little confused how the totals and modifiers work. For example, the total for HR's is 455 and the modifier is .238. This seems low, shouldn't the league total be the number of HR's to expect from the league as a total? I can find like 6 guys who's totals beat that. So, my first question is has anybody seen anything like this? Second, can someone explain the league modifier, or point me in the direction of an explanation? Third, how can I change the general strategic tendencies so they won't change after the first of the year?
P.S. I simmed using real players for 145 years, so if anybody wants some numbers for particular players, or records, just let me know. As it stands, Babe Ruth is 4th on the hr list with 890. Once the modern era came around, things got silly. Sosa hit over 50hrs for 12 straight seasons. |
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#2 (permalink) |
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Hall Of Famer
Join Date: Aug 2003
Posts: 5,470
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League totals are not the number of XX that should be expected to occur in a season. League totals are poorly named in that way. They are, instead, to be taken as rates of a league average battle between hitter and pitcher (even then they aren't quite that since they are manually entered rather than determined from the ratings of players in the league itself).
For example, you can enter: AB: 100 HR: 10 or AB: 10000 HR: 1000 into your league totals and you can expect the same power performance in the two leagues overall--all result calculations for pitcher/hitter matchups will get compared to a league average of .10 HR/AB. Oddly, this means that if you INCREASE the League Total of HR, you will get fewer HR across the league. This is because the results engine is being told that the average hitter in the league as a whole is better, so the liklihood of a HR in any particular AB is adjusted down. So changing the above example to: AB: 100 HR: 20 or AB: 10000 HR: 2000 will, on average, result in quite a few less HRs hit across your league than one using the first set. Last edited by RonCo : 05-17-2008 at 11:43 AM. |
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#3 (permalink) |
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Hall Of Famer
Join Date: Aug 2003
Posts: 5,470
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To be explicit, your league total is 455 HR. .238 of that = 108.3. Since that modifer is positive, I assume you're asking for more HR. I'm guessing that game then adjusts your HR League total down by 108, so the new operational HR League Total = 347.
So if I'm correct you can use: HR: 455, Modifier: .238 or HR: 347, Modifier: None To mean the same thing. Either way, the actual HR/AB rate across the league will be determined by the final HR League Total divided by the AB League total, then influenced by park factors and the skills of the players in the league. |
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#5 (permalink) |
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Global Moderator
Join Date: Feb 2006
Posts: 3,553
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I've been told that you should NEVER, NEVER, UNDER ANY CIRCUMSTANCES alter the League Totals, only the Modifiers
This is a painstaking way of doing it, but seems to yield better results. If you were to take the following league AB : 10000 H : 3000 2B : 500 3B : 50 HR : 400 BB : 1000 K : 5000 HBP : 100 and put them in the league totals you'd get a set of results that just looks odd... what you need to do is scale them up so they're based on the 167353 AB's the default engine has, so that would return for the example above around 50000 H. You then divide that value by the standard league total for hits (I belive 44522 or something) to get the modifier you need. |
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#6 (permalink) |
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Hall Of Famer
Join Date: Aug 2003
Posts: 5,470
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I do all my league totals based on 1,000,000 AB and make adjustments all the time without using modifiers. Using 1,000,000 AB as a baseline makes the % adjustment easy to understand. I get really good looking results for all levels of majors and minors using this approach.
Last edited by RonCo : 05-19-2008 at 11:35 AM. |
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#7 (permalink) | |
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Hall Of Famer
Join Date: Aug 2003
Posts: 5,470
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Quote:
If you don't understand league totals, you'll be confused when you get results that seem odd. |
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#9 (permalink) | |
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Minors (Triple A)
Join Date: Mar 2004
Location: Parts Unknown
Posts: 251
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Quote:
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