Posted by dahsdebater on 4/19/2012 4:31:00 PM (view original):
Posted by therewas47 on 4/19/2012 3:13:00 PM (view original):
It would seem that a plus defense would result in less fouls per possession, but that it would even it out because the other team would get more offensive rebounds and thus more possessions. 
This could absolutely be a factor.  I just did a very superficial survey of a few hundred box scores and determined that there is a relatively linear relationship between +/- settings and unintentional fouls that seems to apply to all defenses but that the difference between a +5 and a -5 is about 1.25 FPG in zone, a little under 2 FPG in man, and right around 2 in the press.  Regardless of how you get there that's not a big enough difference (particularly given that I virtually never play a +/- 4 or 5, maybe once a season at most) to make it a significant factor in the decision-making process for me.  It's so far below the variance in fouls given that it almost wipes out in the noise and doesn't seem like a major player in my gameplanning.
To further clarify for anyone who thinks that this is a relevant number of fouls, consider this:

Given that it's a fairly linear scale, the expectation for fouls committed switching from, say, a 0 to a -3 defense is a little over half a foul.  Figure the changes from defensive positioning are probably shooting fouls, so that half a foul is going to be a little over one FT.  Assume an averageish free throw shooter and that gives maybe .8 points.
The expectation value for offensive rebounds allowed switching from a 0 to a -3 should be comfortably south of -1.  Given that a decent offensive team scores somewhere between .9 and 1+ points per possession even a modest estimation of offense and incredibly conservative estimate on the rebounding benefit of playing -3 as compared to 0 yields a .9 point benefit, making the more - defense a net benefit in terms of secondary effects of positioning.  Of course, the change is very small and swamped by even minor changes in overall shooting efficiency numbers.  However, if I'm ever right on the line between two positioning values I always go with the more - value.

These.

EDIT:  All of this is based on normal tempo, just FYI.  But based on several more intensive studies and contrary to the belief of many coaches, event frequencies do not seem to be tied to tempo whatsoever.  That whole "uptempo leads to more/less turnovers because you're rushing/not trying to hold the ball as long" and "uptempo rushes the shot, FG% goes down," etc. arguments just don't hold water when you actually run the numbers.
4/19/2012 6:49 PM (edited)

Thanks for the info-- I don't care about the real-life argument because the bottom line is, it has everything to do with the player.  His speed and ball handling ability will determine how close I will be to stop him from penetrating and the faster the guy is, (unless he is a terrible ball-handler) the more space I give him.  That really is just common sense.  However, the engine and real life don't mimc each other at all so what I was asking is how the engine reacts.  Would one of you veterans be willing to ask CS their take on that nowadays, as I find information but it seems like it is outdated.  I don't have enough games to run data that would be significant yet, but I can tell you if I run +3, +4, or +5, both of my starting guards are going to get in foul trouble very quickly.  I don't care too much about the extra ft's-- I am more concerned with keeping my guys on the floor.  My guess is that the fouls are related heavily to speed differentials so whereas you guys have good speed, you can run the high + without noticing much of an effect but that multiplier effect makes my slower guys get into foul trouble very quickly.  That would make logical basketball sense but...
   
   Still, it would be nice to have a somewhat definite answer from the people we are all paying and they won't respond to my requests so hoping one of you well-respected guys can just ask and then post the response.  Much appreciated.

4/19/2012 7:01 PM
I highly doubt your problems stem from a "speed differential," since I'm fairly certain the engine doesn't take such things into account.  Again, this is a subject on which a number of very good (much better than me) coaches agree with me, and perhaps an even larger number disagree.  I'm convinced that there are, at most, perhaps 3 and more likely 2 (or even only 1, but probably 2) aggregate defensive ratings given to each player.  These ratings determine something like how good a defender a player is in the post, on the perimeter, and perhaps in the midrange game.  The overall defensive efficiency would take into account speed as well as DEF, BLK, and ATH.  Similarly, overall offensive efficiencies may be more situational but ultimately boil down to 1 expectation value for the shot being taken, for which I suspect that one significant modifier is the relevant overall defensive rating of the player(s) influencing the shot defensively.  I don't think anywhere individual ratings like SPD or ATH are matched up but rather the aggregate ratings.
4/19/2012 7:13 PM
Posted by isack24 on 4/19/2012 6:19:00 PM (view original):
Feel free to stop, I just probably won't.

It doesn't matter if Shumpert is a great on-ball defender.  He would have an easier time stopping a drive if he played off than on.  Just because he's better playing up than some others are playing off doesn't mean that he's not better anticipating when he has extra time to anticipate.

And yes, I'm talking about guards because that's really what this whole thing is about.  I don't think anyone ever sags on a big unless they turn.  If someone gets the ball in the post, you have to put a body on them.  It's why I think +/- is stupid and the engine should allow specific players to play +/-.

" Do you honestly believe just playing off him is going to stop him? I think the answer is clearly "NO". "
"There are some players who can get where they want to go on the floor and there's nothing you can do about it."

These two comments show me that you're not analyzing it properly.  Your argument essentially comes down to "there's no way to stop certain people (Wade, Rose, etc.), so playing off doesn't help."  Of course it helps.  No, you can't stop some people, but that's not where this argument should be focused.

" What I said was that playing so far in the paint on a player who scores in the post or paint will accrue more fouls for said player. That's it period. "

Why is the defender playing "so far in the paint"?  I have been, as you have noted, talking about perimeter defense.  If you play back a few steps, which is all (-) defense is (not playing everyone in the paint), it should make it more difficult to penetrate the lane.  If players are having a difficult time penetrating the lane, then they won't be drawing all of these fouls in the lane that you keep talking about.  Obviously it won't stop them every time, but the less a player goes by a defender, the less likely he is to get fouled in the lane.

Your'e right that anticipation and quickness are the key to limit driving and fouling.  If you give anyone in the universe more time to anticipate (by playing off an extra step or two), it will make anticipating easier. 
Well feel free to continue as this is my last post on this. 

It does matter that Shumpert is a great on ball defender. And it matters because a guy like Shumpert doesn't have to play off anyone and he rarely does if ever. Playing up on someone makes it hard to do anything offensively (dribbling, passing, shooting, moving period) especially if they have the ability to stay in front of their man.  And yes  the "drive" is easier to stop by playing off a defender, but as I already stated there is more than driving to the basket you have to deal with when talking about scoring inside and giving a player room to operate. I also never disagreed with this... again my comments were in regards to fouls committed. 

Plenty of people sag off Lebron James... plenty... I consider him a big don't know if others do. I know he's a wing player but he's a big and can play the 4 if necessary.  Anyone over 6-9 and up is a big in my opinion but that's me. As far as the game it is what it is and I can't argue with the +/- thing being stupid at all. 

My point in saying some people can't be stopped is because you made an overstatement in saying it would be impossible to get to the rim on a sagging D. Trust that I understand and analyze this whole debate properly let's not insult intelligence here. As far as focus... we fell far from the focus of the initial start of this debate which again was about what setting would foul more in  RL or WIS. 

As far as the defender being in the paint even though we are talking about RL we are still speaking in WIS terms so I have been at the max of both values in my opinions meaning +5 or -5. As far as space is concerned you have to remember space not only helps the defense it also helps the offense. Getting space is one of the primary goals on offense (it's why we pick and screen) so you basically give that up space advantage defensively when you sag. When Jeremy Lin was the talk of the town he had so much space to operate he was killing defenses with scoring and passing because like Rondo he could control game tempo. But when everyone got hip to Mr. Lin they started trapping him above the perimeter. Playing him tight which also prevented fouls from being called because he didn't have the space to operate. Now I'm not saying he's the most ATH or speedy guy but he's quick and savvy enough to do a lot with a little sag space... Westbrook would just jump over you with that kind of space. 

Feel free to continue as this is it for me. Good debate, love to do it again sometime. 


4/19/2012 7:23 PM
Ok, appreciate the answer-- I have been avoiding the + settings almost entirely for the last couple seasons because I was convinced that was causing my fouling issues earlier on but with that info, I will definetely start using it more again-- I have been kinda screwed when playing teams that launch 3's so hopefully using that again will solve that problem.  
   On a somewhat related note Dahs, if you see any obvious errors I am making (and want to take the time to look), I am most definetely open to your suggestions.  You seem to knowledgable and logical, something not always easy to find these days.  Thanks for all the info guys--turned from an amusing to a very helpful thread.
4/19/2012 7:25 PM
I'm really not that good of a coach, there are much better people to ask for help.  I just spent a significant amount of time not terribly long ago trying to learn how this game works, primarily on the defensive side of things.  Since (to the best of my knowledge) only 4 ratings impact defensive efficiency it is much less convoluted and complex than offense.  I can't begin to imagine putting together a sample size sufficient to say anything meaningful about how the offensive side of the engine runs that would be appreciably more insightful than what you figure out just by playing with lineups and distros for a few seasons.
4/19/2012 7:32 PM
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