How The Player Cards Stats are Used
Jul 5, 2018 16:07:11 GMT -5
Chris-Suffolk and Matt-Colorado like this
Post by Glenn-Philadelphia on Jul 5, 2018 16:07:11 GMT -5
The core concept behind the engine is man on man battles that occur every pulse (fraction of a second to a few seconds). A shooter who has a shoot pct of 10 has the highest possible base chance to score but there are many, many variables that go into play when head to head matchups are taken into account.
1) Which of the 32 zones is the shot coming from? Tap ins in the crease is the easiest spot to score from and he has the best shot of scoring if he finds himself with the puck and the ability to shoot it from there. Now, even a stone handed stay at home d-man with a shot pct rating of 0 can score from there however his chances just aren't as great. Also getting to the high scoring areas takes offensive skills to either pass or skate the puck into the zone (unless someone is swooping in on a juicy rebound of course)
2) Who is defending against the player. The Shot (not shot pct) rating is used to determine if a player can get a shot off or will shoot from a given spot on the ice. In these checks a random defender is determined based on the spot on the ice and a suitable defensive or neutral skill rating is used to determine the modifier for this. So, lets say a defender with a poke check of 5 is trying to defend against a dangler with a stick handle skill of 8. In this case the dangler would have a +3 advantage if the 8 versus 5 was used only. This +3 would mean 3 adjustment columns to the right (better result chance for the offense) and a random number would be generated to determine row (higher the better for offense) to determine play result. Now these base 8 and 5 are not always used. The fresher a player is (the higher stamina players stay fresher longer and recover from fatigue more quickly) the better chance he has to use his max number in a given check. If a player is fresh, he has a higher chance of rolling an 8 (or whatever his maximum skill value is). The more tired he is, the lower his result will most likely be.
So the bottom line is that the skill ranking do not equate at all to % chances of being successful (ie 10 = 100% an d0 = 0%) but they do give you a general indicator of how well a player should do when that skill is used. There are many, many variables that are used and cross referenced to determine the outcome of any given play.
One thing that is different is that now we have some ratings that go from 0 to 100. In those cases the rating is divided by 10 so a guy with a 84 rating is really an 8.4. This means that when this value is referred to that he will be ab 8 60% of the time and a 9 40% of the time when using a base to determine which column to use.
edit: copied from an earlier thread to make it easy to find. I have not read it in detail but will do so when time allows to make sure there have been no major changes to the way it works.
1) Which of the 32 zones is the shot coming from? Tap ins in the crease is the easiest spot to score from and he has the best shot of scoring if he finds himself with the puck and the ability to shoot it from there. Now, even a stone handed stay at home d-man with a shot pct rating of 0 can score from there however his chances just aren't as great. Also getting to the high scoring areas takes offensive skills to either pass or skate the puck into the zone (unless someone is swooping in on a juicy rebound of course)
2) Who is defending against the player. The Shot (not shot pct) rating is used to determine if a player can get a shot off or will shoot from a given spot on the ice. In these checks a random defender is determined based on the spot on the ice and a suitable defensive or neutral skill rating is used to determine the modifier for this. So, lets say a defender with a poke check of 5 is trying to defend against a dangler with a stick handle skill of 8. In this case the dangler would have a +3 advantage if the 8 versus 5 was used only. This +3 would mean 3 adjustment columns to the right (better result chance for the offense) and a random number would be generated to determine row (higher the better for offense) to determine play result. Now these base 8 and 5 are not always used. The fresher a player is (the higher stamina players stay fresher longer and recover from fatigue more quickly) the better chance he has to use his max number in a given check. If a player is fresh, he has a higher chance of rolling an 8 (or whatever his maximum skill value is). The more tired he is, the lower his result will most likely be.
So the bottom line is that the skill ranking do not equate at all to % chances of being successful (ie 10 = 100% an d0 = 0%) but they do give you a general indicator of how well a player should do when that skill is used. There are many, many variables that are used and cross referenced to determine the outcome of any given play.
One thing that is different is that now we have some ratings that go from 0 to 100. In those cases the rating is divided by 10 so a guy with a 84 rating is really an 8.4. This means that when this value is referred to that he will be ab 8 60% of the time and a 9 40% of the time when using a base to determine which column to use.
edit: copied from an earlier thread to make it easy to find. I have not read it in detail but will do so when time allows to make sure there have been no major changes to the way it works.