In short: let's use the ODL example. I set some baseline minimums for the aggregate percentages. I want to end up with a minutes adjusted team rebounding number of >= 90/30, assists at >= 60, team eFG% of >= 54, defense >= 70, turnover <=14 (plus minimizing fouls as much as I can). Since we only draft 7 players, I need to end up with numbers that are above that since my bench will drag it down. I typically want to end the draft with around 14000 - 15000 minutes and $150k/min/82 left to round out the bench.
I am usually trying to get one guard and one forward/center in the first two rounds. By the end of round 3, I usually want at least 8 points of usage. I hopefully have one paint monster and one perimeter monster at that point as well. By the end of round five, I want three 80+ defenders capable of covering all five positions in terms of effectiveness, but sometimes I will dip on the third defender.
As the first couple rounds, I look at who is available and figure out which of the 1-2 stats from above I will excel at. I will try and pump that up as much as I can and use the final rounds to make sure I cover up the weaknesses. I like to try and get my bench usage covered by the end of the draft as well.
For larger caps, it is the same except the baseline is higher and I will typically end up with way more minutes drafted knowing I can spend more in the draft and won't need to use as many castoff minutes with the undrafted guys.
There are some obvious things I do in terms in lineup optimization and stuff but that is the general draft approach. I have built a lot of automated tools that suggest players to me as the draft unfolds and stuff which is helpful. They also keep a running total of the finances and show me the likely bench players I will have to round out the roster. But that is mostly just time saving stuff.
I don't really have a great system for uncapped leagues at this point in time.
12/30/2020 11:52 PM (edited)