WIS Plus - V1.0.5 - Browser Extension Topic

Posted by indiansrck27 on 1/14/2019 6:26:00 PM (view original):
Something I just noticed.

If I click on a recruit who I have NOT yet scouted; Scout him to level 4; I will get this error.

If I click on a recruit i've already scouted to level 4 and click on max toggle it does NOT give me the error.


Tested it in both worlds and ^^ that is true for both. This was why I was getting different results in Iba and Phelan. At first I was clicking previously scouted guys in Iba and new ones in Phelan.
This is the same for me. Happening in Iba.
1/14/2019 6:41 PM
Ooh nice catch. I'll be able to test next cycle for me to see if I can find a fix. At least you have the workaround. Thank you for figuring this out!
1/14/2019 6:55 PM
Posted by snafu4u on 11/23/2018 9:48:00 AM (view original):
Thanks-I just made a donation to your cause. This is a great little tool. For the lat 6 years I have been refining a spreadsheet to help me track and compare recruits, but it requires manual input of initial data--this tool does the same in a millisecond and makes quick compares much faster. Thanks for the good work (now can you do one for firefox? haha)
I've been doing the same, snafu, but more focused on what influences ratings increases. My data (non-redshirt DIII career improvement by category) as follows:

Disclaimer: I'm not very good at math and have never won a championship. Read on at your own risk!
ATH SPD REB DE BLK LP PE BH P WE ST DU
GREEN 32.1 33.4 31.5 31.7 29.2 40.2 42.9 34.6 36.0 28.6 33.2
BLUE 22.6 22.6 20.1 22.5 22.1 22.3 20.8 22.8 21.4 19.4 22.7
BLACK 12.8 10.7 9.5 12.5 12.7 9.4 10.4 13.4 13.5 10.0 12.3
YELLOW 3.8 3.8 0.1 4.0 3.9 3.0 2.5 1.9 1.8 1.7 4.0
RED 1.6 1.3 0.8 2.0 1.3 0.6 0.5 -0.5 1.0 0.0 1.6

Round number averages: 35 per green, 22 per blue, 12 per black, 3 per yellow, 1 per red.

Min/Max: Green: 23-86, Blue: 14-27, Black: 7-20, Yellow: -2-5, Red: -2-2

Work Ethic: Improves by average of 17. Initial WE between 25-40 grows by 25, between 41-50 by 20, between 51-70 by 17, between 71-80 by 15, and between 81-90 by 10. Smallest increase was 0 (high WE guy played 1,500 minutes) , largest was 36 (low WE guy played 3,600 minutes)


FT Shooting: Ranges low (if only place minutes once other categories are maxed out) to high (if 20 mins until turns red)
  • green: 3 to 8 "levels" (d- to d is one level, d- to d+ is two levels, etc.).
  • blue: 2 to 5
  • black: 1 to 3
  • yellow: 0 to 1
  • red: -1 to 0
AVG 4 yr Player : starts at 484, ends at 703, improves by 219. Has 3.7 green, 1.7 blue, 2.7 black, 1.9 yellow, 1.1 red. 53 starting WE to a 71 ending WE. Plays 2279 minutes with a PER rating of 17.3

Practice Time: I generally play 11 players uptempo and a press D. I try to get at least 10 mins practice time on any green or blue and 20 on important categories for that player until it turns yellow. I would put 5-10 on black and increase as I turned the greens/blues black, again adjusting once i turn it yellow. On yellows, I would have 0 unless I get negative development, then I'd adjust. Same goes for reds. Eventually all yellows get 20 minutes as other categories max out.

Other findings:
  • Work Ethic matters, but not in the way I thought
    • I always thought higher WE = higher growth potential. And while partially true, the findings show that higher WE = quicker growth, not higher growth potential. Probably basic knowledge around here, but was news to me.
    • WE data
      • Full growth only achieved if AVG career WE (defined as (initial WE + final WE) / 2) is greater than 50
      • Recruit's WE must start at 38 in order to hit max potential
    • WE also appears to factor into performance
      • ?Higher WE leads to quicker Offense and Defense IQ improvement, so it could be just that, but it is a factor in stats like blocks. For example, I ranked all 4 yr Centers by career blocks per minute, and the formula best correlating to their ranking included WE as a factor.
  • Minutes matter, a lot
    • Full growth only achieved if 2,000 career minutes are played
    • 57% of players playing less than 2,000 minutes did not hit expected growth numbers
    • 80% of players playing 2,500 minutes or more exceeded projected growth numbers
    • less than 10 per game avg stunts growth (especially as FR)
    • 3,000 career minutes drastically impacted increases
  • Redshirting matters
    • A fifth year added an average of 17 points to a recruit’s rating.
    • Also notable, a 5 yr player's career PER rating avg is 1.6 pts higher than a 4 yr player
  • Position matters
    • PG's grew by 217 points, SG's by 222, SF's by 237, PF's by 213, and C's by 201
    • SF's have the highest single category growth: avg green PE grew by 53 pts
  • Category matters
    • 22 of the 24 highest "green" improvements were either in the LP or PER category?
    • These "mega-increases" (at least 50 pts improvement) were achieved by keeping 20 mins on an initially low (mainly between 10-20) PER or LP until it hits red. AVG seasons played and AVG WE were also higher on these players vs the field. Minutes were also very, very important.
    • Durability does not matter
      • ?In all my seasons, I've only had one player miss any significant time.
      • Having said that, I've never signed anyone below 11 and only one below 25
I’ve had 5 players increase by at least 300 points. All five met the following:
  • Were SF’s
  • Had at least 6 greens
  • Had at least 10 green + blue + black
  • Had no reds
  • Had at least 68 initial Work Ethic
  • Had at least 2,000 career minutes played
  • Were no higher than 477 initial overall rating
Recruiting Profiles:
Generally speaking, I like my DIII players to hit a 700 overall rating . For no other reason than it feels like an accomplishment and its a nice round number. I also look for at least 200 pts of improvement. Accordingly, in DIII, I look for the following profiles:
Initial rating 400-449 (DII scouted) : at least 6 greens, at least 10 green + blue + black, no reds
Initial rating 450-499 (DII/DI scouted) : at least 4 greens, at least 8 green + blue + black, no more than 2 red
Initial rating 500 and above (DI scouted, mainly) : at least 3 green, at least 5 green + blue, at least 7 green + blue + black
WE must be at least 38 and the player must play at least 2,000 career minutes
I've never had a player with at least 5 greens increase by less than 220 pts.
I've never had a player with at least 6 greens increase by less than 270 pts
I've never had a player with at least 7 greens increase by less than 300 pts

Conclusion:
My DIII Season 125 E. Conn St team finished with a 713 AVG rating, which was not only tops in DIII, it was also higher than any DII team that season. Of course they lost in the first round to a f'n SIM, but I don't concern myself with wins and losses. No No No. I'm in the ratings game! I submitted a ticket for my ratings championship credit but haven't heard back. I'll keep you posted.
1/16/2019 12:38 PM
jmercer you should post for that developer position they need. or maybe do a WISabremetrics blog
1/16/2019 6:33 PM
I might, sqweetie, if they paid in HD credits! I'm the best guy if the only qualifications required are a whole bunch of free time and a basic understanding of Excel.

I know the game is stale in many ways but I do enjoy it. My one reasonable wish is for an easy way to capture and compile plus/minus data per player. Taken another step, I'd like to know the +/- of lineup combinations. I guess you could go through each box scores, but that's too tedious (even for someone who loves tedious HD work). It's frustrating because the engine is capturing so much of the info needed for useful metrics for even casual fans. For instance, I'd like to know what the FG% of the other team with Player A on the floor? The box score has all the info needed to know this.

And I know having a guy with a 95 D rating is better than one with a 45 D rating (all else being equal), but I only have blocks and steals data at my fingertips to compare the two (and both influenced by D rating, but not even primarily) and the other stats easily accessible are to broad to be useful. This data would add depth and give us more info to make roster decisions that we believe would help influence future outcomes (doesn't matter if it actually does).
1/17/2019 11:55 AM
Is anyone else's extension acting up? When toggled, overall number disappears. Just started doing it earlier today.
9/5/2019 11:58 PM
Me too. It's sliding down for some reason. WIS must have tweaked something. I'll take a look.
9/6/2019 1:08 AM
Posted by Basketts on 9/6/2019 1:08:00 AM (view original):
Me too. It's sliding down for some reason. WIS must have tweaked something. I'll take a look.
Appreciate it, man.
9/6/2019 9:29 AM
Does the extension factor in how many years they have left? I used it on a 2 year player and it projected 190 point improvement.

9/6/2019 5:27 PM
I love it when I can get a guy who improves a lot - but 300 point increases are tough at DI

this guy just got to 300+ and wont get much more

https://www.whatifsports.com/hd/PlayerProfile/RatingsHistory.aspx?tid=8791&pid=4206950

started out with a whole lot of green and blue! 6 green, two blue, WE 92....one orange, no red, three black....
9/6/2019 7:31 PM (edited)
Posted by vegaskevin on 9/6/2019 5:27:00 PM (view original):
Does the extension factor in how many years they have left? I used it on a 2 year player and it projected 190 point improvement.

It doesn't take into account WE or seasons left, so it is on you to figure out if he'll actually reach max improvement.
9/6/2019 8:12 PM
Anyone else having issues? When I click max toggle the individual ratings themselves adjust, but where you would normally see OVR it "glitches" and I cant see any OVR ratings
9/25/2019 6:15 PM
Posted by indiansrck27 on 9/25/2019 6:15:00 PM (view original):
Anyone else having issues? When I click max toggle the individual ratings themselves adjust, but where you would normally see OVR it "glitches" and I cant see any OVR ratings
I was having this issue before. Seemed like the overall number was sliding down behind something. But it appears to be fixed now.
9/25/2019 7:58 PM
It sometimes works and sometimes not. Been a tricky bug to fix and I haven't had a ton of time to dedicate to it yet. The ratings shouldn't be affected, just the overall rating number.
9/25/2019 11:19 PM
bump. this is an incredibly helpful tool!
5/31/2020 10:11 AM
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