Posted by ashamael on 6/7/2011 9:23:00 PM (view original):
The increase in fg% was very small compared to what it would be 2 versions ago when everybody drafted too much usage. Generally you expect 2-5% increase in fg% from running up-tempo... and that's without including the huge amount of ast% I ran.
The turnover %, by contrast increase is very large and more than should have occurred by running up-tempo.
Yes, the FTA issue has been discussed before, but since it IS an issue, it shouldn't create the fga/82 issue.
Again, my usage was well lower than RL, and my tov% was equally higher than RL. Less possessions total with far more of those possessions being turnovers. This is not an isolated issue and is not one you can make up for by drafting too much usage. I did an experiment with Shaq, Mailman & Lebron and came up with similar results - all had 2-4% less usage with 2-5% more tov%. The only thing that worked out to be positive from that was that none of the three suffered too severe a fg% hit since none of them were going far over the fga/82 issue. They still went over it, but again, it was because of lack of ftas.
There would still be a penalty for guys like 85-86 Jordan - it's called lack of minutes. You couldn't get away with drafting a team full of them, and even saving the minutes till the end of the season and playing them 9 games won't make or break a team. I suppose you could abuse the waiver wire for half the season, but it wouldn't matter. Fatigue resets in the playoffs so it wouldn't be an issue there. I don't see how it would do anything negative to the current sim.
(1) The increase in FG% in OL is less now because, in general, good OL teams have better defenses due to the change in salary structure from a previous version.
(2) Well, if a player's TOV% goes from 10% to 15% (a relative increase of 50%) and eFG% goes from 50% to 53% (a relative increase of 6%), the points per possession is about the same.
(3) IMO, there isn't a satisfactory way to solve the FTA issue for players with high real life FTA/FGA ratios. For example, if a player averages 16 FTA/48 minutes (and his sim usage is comparable to his real life usage) and he is facing a team where each player averages 3 fouls/48 minutes, he won't come close to the 16 FTA/48 minutes (unless you want players fouling out at ridiculous rates).
(4) I think we both agree that drafting more than enough usage is pointless in this version of the sim.
(5) The glitch would be using highly effective, low minute players in game 7 of a playoff series for 48 minutes (like the Bob Milacki glitch in the MLB sim).