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 Post subject: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:32 am 
Ace
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Location: Tropicana Field
Favorite Team: Rays
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So lately I've done some research to try and find how to calculate projected WAR based off of MLBPP abilities, and I've done pretty well. Here's what I have found:

Bat: use my CON/AVG chart to get contact, then find OBP by adding 60 points to the players average. Then use a basic calculation to find ISO based on MLBPP power ability: (Pwr + 20)/1000 = ISO.
ISO + AVG = SLG%. Calculate OPS+ (its fairly easy). A 100 OPS+ is an average score, for every point above or below average it is plus or minus 1 run, respectively.

Fld: 8 fielding = 0 runs above average, +/-2 for each incremental variation (...7 = -2, 8= 0, 9 = +2...)
8 arm strength = 0 runs above average, +/-1 for each incremental variation (...7 = -1, 8 = 0, 9 = +1...)
Eres does not make enough of a difference to matter due to everyone being so close

Bsr: 8 run speed = 0 Bsr runs above average, +/-1 for each incremental variation (...7 = -1, 8 = 0, 9 = +1...)

Rep: Add 20 runs for replacement level, it's hard to explain, but it's necessary.



After all this, divide total runs by 10, and you have your WAR! Here's an example player: 2/8/100/8/8/8/8.

Bat: 0 runs, .260 avg and .120 ISO equals a .260/.320/.380 slash line, which comes out to an exactly average 100 OPS+.

Fld: 0 runs, 8 Fld and Arm = average.

Bsr: 0 runs, 8 Spd = 0 runs above average.

Rep: 20 runs.

WAR: 2.0, which is exactly average. The player here has exactly average abilities, so I know these calculations work. These can help for reverse engineering players for success mode.



PS: This is not taking blue and red abilities into account.

PPS: Thoughts/Suggestions?

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Last edited by aar0nat0r on Sun Nov 30, 2014 2:56 pm, edited 1 time in total.

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:36 am 
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Joined: Sun Aug 07, 2011 4:12 am
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Location: NJ
Favorite Team: Phillies
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My thoughts...

Too advanced, I have no idea how you figure this.

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:37 am 
Ace
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Location: Tropicana Field
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Favorite Japanese title: Don't Own
It'll help for season mode to make the best team at the lowest price, kinda like moneyball

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:36 pm 
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Joined: Sun Nov 09, 2014 1:07 pm
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Favorite Team: Red Sox
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Hmmm.... Sounds interesting. How did you figure it out?


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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:38 pm 
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philliesfan134 wrote:
My thoughts...

Too advanced, I have no idea how you figure this.

+1

This seems so needlessly complicated

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:41 pm 
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aar0nat0r=smart

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 12:44 pm 
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I *kinda* understand this. I'll have to dig through Fangraphs a lot to figure stuff out, but my head was spinning a bit looking at all the info.

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 Post subject: Re: Basic player value calculations
PostPosted: Sat Nov 29, 2014 1:16 pm 
Ace
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Location: Tropicana Field
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The main reason this would be used is to make sure we don't overvalue or undervalue real-life success mode players

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 Post subject: Re: Basic player value calculations
PostPosted: Sun Nov 30, 2014 1:02 pm 
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Whoa this could really be helpful in my new log...

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 Post subject: Re: Basic player value calculations
PostPosted: Sun Nov 30, 2014 2:37 pm 
Ace
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Joined: Fri Aug 09, 2013 7:07 pm
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Location: Tropicana Field
Favorite Team: Rays
Console '07: Wii and PS2
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Favorite Japanese title: Don't Own
GoTwins24 wrote:
Whoa this could really be helpful in my new log...

If you do use any of this, remember that, as Billy Beane once said: "My s*** doesn't work in the playoffs". Using this strategy I have been able to pretty consistently get to the playoffs with a sub-70000 payroll team, but rarely advance too far.

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