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Editing Prospects- 0ff-season

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Old 05-30-2018, 09:46 AM   #1
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Editing Prospects- 0ff-season

As I was reading the generated prospects post, I realized many of us edit the prospects in the off-season. Im thinking of doing that this year and wanted to start a thread on your method of doing so? Is there a universal method?

Maybe through this we can approve some variables collectively to allows us to enjoy the game a bit more.

Fire off guys!



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Old 05-30-2018, 09:53 AM   #2
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Re: Editing Prospects- 0ff-season

What I do is view the prospects 20-80 rating scale to determine how to rate his attributes, and then I add 10 to whatever the rating is:

For example:

If a hitting prospect is rated:

CONTACT 50
POWER 30
RUN 40
ARM: 55
FIELD: 45

I'll rate:

CONTACT 60-64
POWER 30-34
RUN 40-44
ARM: 55-59
FIELD: 45-49

Pitchers are a different animal because its tough to gauge what exactly their speed should be on pitches, but here's how I would rate Michael Kopech

I would give him these three pitches and then typically add a fourth, and that varies.

FASTBALL:

SPEED: 95-99 (SINCE 80 IS TOP GRADE)
CONTROL: 65-70 (Add 20pts to control since pitch rated 80)
MOVEMENT: 75-80 (Based on Fastball Grade)

Slider:

SPEED: 75-79
CONTROL: 55-59
MOVEMENT: 75-79

Changeup:

SPEED DOES NOT MATTER AS CHANGEUP SPEEDS ARE MESSED UP AND DEFAULT AT 84
CONTROL: 55-59
MOVEMENT: 60-65

Others may do something completely different but this has worked for me for years now.
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Old 05-30-2018, 12:01 PM   #3
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Re: Editing Prospects- 0ff-season

Quote:
Originally Posted by countryboy
What I do is view the prospects 20-80 rating scale to determine how to rate his attributes, and then I add 10 to whatever the rating is:

For example:

If a hitting prospect is rated:

CONTACT 50
POWER 30
RUN 40
ARM: 55
FIELD: 45

I'll rate:

CONTACT 60-64
POWER 30-34
RUN 40-44
ARM: 55-59
FIELD: 45-49

Pitchers are a different animal because its tough to gauge what exactly their speed should be on pitches, but here's how I would rate Michael Kopech

I would give him these three pitches and then typically add a fourth, and that varies.

FASTBALL:

SPEED: 95-99 (SINCE 80 IS TOP GRADE)
CONTROL: 65-70 (Add 20pts to control since pitch rated 80)
MOVEMENT: 75-80 (Based on Fastball Grade)

Slider:

SPEED: 75-79
CONTROL: 55-59
MOVEMENT: 75-79

Changeup:

SPEED DOES NOT MATTER AS CHANGEUP SPEEDS ARE MESSED UP AND DEFAULT AT 84
CONTROL: 55-59
MOVEMENT: 60-65

Others may do something completely different but this has worked for me for years now.


This is awesome! Thanks for the clear response. You’re right, others may do it differently but hearing and seeing how others go about editing might all help us learn some new things.

I’m mid June in twins franchise so got some time but will try your method end-of-season!


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Old 05-31-2018, 05:13 PM   #4
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Re: Editing Prospects- 0ff-season

I take pictures of the draft rounds with my phone before I exit the draft so I have an easy reference point. I also inflate the ratings considerably since the talent disparity between real players and the classes the CPU generates is massive and if you’re a good GM then it’s almost the only way to get the CPU to build a team that could compete with you

5 out of the top 15 picks get turned into superstars. Max out their potential, raise their overall to 70-80, give them unique looks/equipment/animations/etc
Prospects who have 80 grade/A potentials and 20XX+ ETAs get 10-20 points in every category as I see fit, or enough to get them up to around 65-70
80 grade/A potentials who are 60+ overalls get 10 points to every category as long as it doesn’t take them over 75
75 grade/B potentials get 5-7 points
5 of the 4-6 rounders with the coolest names(arbitrary as hell, I know) also get the “superstar” treatment, but only set their potential to around 85-90 and give them one major flaw(really bad vision, can’t strike anybody out, severe platoon splits, etc)
I also think of 23+ year old international players as IFAs so they get bumped up to 75-80 overalls with B potential so they can get straight to the majors

I’ve only done this with 2 draft classes so far but the results have been good so far. Definitely keeps things interesting.
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Old 05-31-2018, 07:08 PM   #5
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Re: Editing Prospects- 0ff-season

I'll add on slightly. I used a regression coupled w/ the 20-80 scale:

Contact=14.71428+(HIT TOOL*0.62857)
Power =-58.5+(POWER TOOL*1.9)
Speed =26.42857143+(RUN TOOL*0.8571428)
Arm =26+(ARM TOOL*0.6)
Defense =-2+(FIELD TOOL*1.2)

This was based off of some of Ridin's guys on the OSFM roster because I wanted to keep them consistent. I vary it slightly (if it's a Right handed hitter, I'll make Contact v L better than his Contact v R but have them average out to the output) They aren't perfect, but they get the guy around where I want him.
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Old 06-01-2018, 04:31 AM   #6
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Re: Editing Prospects- 0ff-season

I only recently started doing this, but my approach is fairly random.

What I've done so far (and what I expect I'll continue to do) is go through the top picks and arbitrarily bump up players. If a guy is older as a draft pick, I'll leave his potential where it is but put points into attributes so he starts out mid-70s overall at least (if he's a top pick). If he's younger, I'll add some attribute points but not as much, but I'll increase potential a lot. Some guys I'll leave alone (there are busts in real life, after all). Sometimes if I notice a team lands a late stud, I'll make him better, too, but I generally leave later picks alone.

I also at random points will edit other teams' minor leaguers. Today, for example, I noticed a team that had a 77 overall 23-year-old pitcher with C potential (I'm about six years in, so I know he was a draft pick). Presumably, he is a guy they probably picked who came in with a solid overall but low potential, and he'd probably never get much better. So I bumped him up enough that he was at least a borderline MLB player (put 20 points into BB/9, which moved him to an 81 overall and on par with their 4/5 starters).

I also will randomly just add 5 points or so to a prospect's hitting or fielding stats if I see a guy who's on the verge of making a roster.

I don't have the time to actually put together a systematic approach, and I feel like that's not really necessary anyway.
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Old 06-01-2018, 02:18 PM   #7
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Re: Editing Prospects- 0ff-season

I'm surprised you guys have to inflate the ratings. After completing my first season, I'm still struggling with like 10 draft prospects who were put on the mlb roster at the beginning of the season after they were drafted. I can't remember the last time this happened IRL.
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Old 06-02-2018, 05:43 AM   #8
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Re: Editing Prospects- 0ff-season

Quote:
Originally Posted by jmb5310
I'll add on slightly. I used a regression coupled w/ the 20-80 scale:



Contact=14.71428+(HIT TOOL*0.62857)

Power =-58.5+(POWER TOOL*1.9)

Speed =26.42857143+(RUN TOOL*0.8571428)

Arm =26+(ARM TOOL*0.6)

Defense =-2+(FIELD TOOL*1.2)



This was based off of some of Ridin's guys on the OSFM roster because I wanted to keep them consistent. I vary it slightly (if it's a Right handed hitter, I'll make Contact v L better than his Contact v R but have them average out to the output) They aren't perfect, but they get the guy around where I want him.


I like this approach. I might have to give this a whirl too.

There’s some great suggestion here, might need to save franchise and test. The idea isn’t to spend too much time on that but with how many OSers talking about editing prospects, I’ll be nice to learn a good method to do so without making all draft picks studs lol.


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