Quote: Originally Posted By seble on 8/08/2008(1) Not questioning whether people can catch onto it, just that it would require a lot of explanation and not necessarily any more value than FG%+. (2) The # numbers indicate expected % against an opponent from a season where the league average was the all-time historical average. (3) So for that to actually be the adjusted number in the engine, all 5 defenders would have to be from a historically average season. I think most people would see that number and expect the player to shoot that over the course of a season, when really there's a lot more that plays into it.
(4) When I mentioned factoring in the defenders' league average, I mean that we essentially take the defensive ratings and block% and translate that into a FG% allowed for each defender. That number is then compared to the league average for that season and incorporated in the normalization. The baseball equivalent is comparing the pitcher's average allowed against the league average as well as the hitters average against his league average
(1) Saying that the + number has as much value as the # number is incorrect. When I do a mlb search for hitters, I don't even look at the + number, I only look at the # number (because that is what the sim uses).
(2) Yes
(3) If anyone is expecting that the player shoot exactly that percentage in every league, then they don't understand how a stat vs stat game works. That isn't a good reason to not show the # number. Also, what FG% are you using as a "historical league average"? IMO, if you aren't going to show the # number, then you shouldn't have normalized the FG% at all. You're making us do, imo, unnecessary work to compare players. I want to search by the FG%# number so I can compare players, I'm not expecting them to shoot that exact percentage.
(4) Ok