Stats correlated to fatigue Topic

i was wondering how much a players rating drop at fairly fresh, getting tired, tired?
7/5/2017 9:26 PM
Also, my season isn't looking so good. Would it be benificial to get younger players in now to get ready for next year? Does the potentials move faster and farther by getting them in now?
7/5/2017 9:28 PM
Posted by Indianajoinz on 7/5/2017 9:28:00 PM (view original):
Also, my season isn't looking so good. Would it be benificial to get younger players in now to get ready for next year? Does the potentials move faster and farther by getting them in now?
Your young players will improve faster if they start and get lots of minutes because both things improve a player's work ethic. I often try to find starts for freshmen with low WE and/or lots of potential.
7/5/2017 11:48 PM
Posted by Indianajoinz on 7/5/2017 9:26:00 PM (view original):
i was wondering how much a players rating drop at fairly fresh, getting tired, tired?
Fairly fresh- very little
gwtting tired- a noticeable amount (10%?)
tired- a lot, avoid this like the plague
7/6/2017 12:37 AM
Posted by Trentonjoe on 7/6/2017 12:37:00 AM (view original):
Posted by Indianajoinz on 7/5/2017 9:26:00 PM (view original):
i was wondering how much a players rating drop at fairly fresh, getting tired, tired?
Fairly fresh- very little
gwtting tired- a noticeable amount (10%?)
tired- a lot, avoid this like the plague
is this thought pretty much a consensus among HD coaches? because i am wondering the same thing. i've played a a handful of teams over the last couple seasons, whereas i was a slight/moderate underdog...but my bench was superior to theirs...so i would run uptempo...hoping to get into their depth chart, and force their freshmen to play...but the other guys had their fatigue settings so that their starters stayed on the floor for 30+ minutes...so most of the game my team was "fresher" than theirs, but it didn't seem to affect gameplay very much...
2/27/2018 6:11 AM
In line with TJ, I figure about 5% decrease per category. So fairly fresh is playing at 95%, tiring at 90%, tired at 85%, very tired at 80%. The bigger the gap between your starters and your bench, the longer you leave them in. Considering upperclassmen generally also have an IQ advantage (that doesn’t fatigue), it usually makes sense to set high caliber starters to getting tired or even tired if their backups are freshmen.

Playing an experienced coach with a superior team uptempo to try to expose their freshmen is usually not a great idea.
2/27/2018 8:55 AM
Posted by shoe3 on 2/27/2018 8:55:00 AM (view original):
In line with TJ, I figure about 5% decrease per category. So fairly fresh is playing at 95%, tiring at 90%, tired at 85%, very tired at 80%. The bigger the gap between your starters and your bench, the longer you leave them in. Considering upperclassmen generally also have an IQ advantage (that doesn’t fatigue), it usually makes sense to set high caliber starters to getting tired or even tired if their backups are freshmen.

Playing an experienced coach with a superior team uptempo to try to expose their freshmen is usually not a great idea.
thanks for the insight. i have always used the premise that each drop in fatigue level would amount to something like a 10% attribute drop. of course this thought was backed up by no data whatsoever, just my thoughts as to what seemed reasonable. i appreciate the new outlook on things
2/27/2018 9:58 AM
Does anyone know of a correlation between minutes and stamina? For instance, could a player who has 100 stamina play all 40 minutes and remain at fairly fresh?
2/27/2018 10:09 AM
Posted by zagsrulez on 2/27/2018 10:09:00 AM (view original):
Does anyone know of a correlation between minutes and stamina? For instance, could a player who has 100 stamina play all 40 minutes and remain at fairly fresh?
Had a guy with 100 ST in zone average 35+ mpg on fairly fresh. Also had him set to be taken out in blowouts. He probably could have played 40mpg on getting tired.
2/27/2018 10:31 AM
Posted by andrew5975 on 2/27/2018 6:11:00 AM (view original):
Posted by Trentonjoe on 7/6/2017 12:37:00 AM (view original):
Posted by Indianajoinz on 7/5/2017 9:26:00 PM (view original):
i was wondering how much a players rating drop at fairly fresh, getting tired, tired?
Fairly fresh- very little
gwtting tired- a noticeable amount (10%?)
tired- a lot, avoid this like the plague
is this thought pretty much a consensus among HD coaches? because i am wondering the same thing. i've played a a handful of teams over the last couple seasons, whereas i was a slight/moderate underdog...but my bench was superior to theirs...so i would run uptempo...hoping to get into their depth chart, and force their freshmen to play...but the other guys had their fatigue settings so that their starters stayed on the floor for 30+ minutes...so most of the game my team was "fresher" than theirs, but it didn't seem to affect gameplay very much...
I'm thinking it would be something like this but I've never really thought about it like this before..

I'd probably put Tired at 15-20% decrease and Very Tired at max 30% decrease. I can't imagine it would be much more than that.

It stands to reason that if this is actually how fatigue works, then it would impact D1 teams more than D3 teams. Since D1 ratings are higher you would therefore lose more total rating per each % decrease. However, I'm not sure if I've noticed this in reality but I'm curious if anyone else has thought of this.

2/27/2018 10:49 AM
I want to say that fresh/fairly fresh are the same and players are playing at full capacity with each...getting tired (yellow) is -10%, Tired (orange) -30% and Very Tired (maroon) -50%. (apologies if I screwed up the wording that goes with each color level). I will look back and see if I can find the entry/devchat that I'm thinking of...or someone can say I'm on drugs again.
2/27/2018 1:30 PM
Posted by zagsrulez on 2/27/2018 10:09:00 AM (view original):
Does anyone know of a correlation between minutes and stamina? For instance, could a player who has 100 stamina play all 40 minutes and remain at fairly fresh?
higher stamina means more mins before fatigued

old rule of thumb when only target minutes was to take stamina and make it a two digit decimal. multiply by 40 to set top target mins - so 60 stam means 0.60 times 40 equals 24 mins.....maybe

2/27/2018 4:48 PM
Posted by rednu on 2/27/2018 1:30:00 PM (view original):
I want to say that fresh/fairly fresh are the same and players are playing at full capacity with each...getting tired (yellow) is -10%, Tired (orange) -30% and Very Tired (maroon) -50%. (apologies if I screwed up the wording that goes with each color level). I will look back and see if I can find the entry/devchat that I'm thinking of...or someone can say I'm on drugs again.
hmmm I'd like to see this.
I never knew but just kinda assumed eveyone started at 100% fresh and thier freshness fell with each minute played.. and low ST players freshness fell faster. and then they gained freshness for each minute sitting out (and maybe high ST players gain it back quicker)

and then that "freshness factor" was a multiplier on a players ratings to arrive at thier effective ratings at any given point in time.

red seems to suggest there is absolutely no effect until a player falls below "fairly fresh".
That could be true, i have no evidence either way.

but i would say that would surprise me a little because it would suggest that ST is a little less important than i previously thought, whereas my experience has been to increasingly believe that ST is more important than i used to think

2/27/2018 5:45 PM
Posted by fd343ny on 2/27/2018 4:48:00 PM (view original):
Posted by zagsrulez on 2/27/2018 10:09:00 AM (view original):
Does anyone know of a correlation between minutes and stamina? For instance, could a player who has 100 stamina play all 40 minutes and remain at fairly fresh?
higher stamina means more mins before fatigued

old rule of thumb when only target minutes was to take stamina and make it a two digit decimal. multiply by 40 to set top target mins - so 60 stam means 0.60 times 40 equals 24 mins.....maybe

thats gott be a bit high... right fd?

i would say old school rule was ST/100 * X

where X is the number of minutes you think a 100 ST could play at that tempo. maybe that number is 40 if both teams are playing slowdown zone, but normally i would think it is 35ish


i wouldnt think a 60ST player could be effective normally while trying to play 24 min per game
2/27/2018 5:48 PM
Posted by rednu on 2/27/2018 1:30:00 PM (view original):
I want to say that fresh/fairly fresh are the same and players are playing at full capacity with each...getting tired (yellow) is -10%, Tired (orange) -30% and Very Tired (maroon) -50%. (apologies if I screwed up the wording that goes with each color level). I will look back and see if I can find the entry/devchat that I'm thinking of...or someone can say I'm on drugs again.
I’m not saying you’re on drugs, especially if it’s in a devchat. But it doesn’t look or feel right at all. Info in those chats is sometimes outdated. What would the reasoning be for having a separate color code with no performance difference? Why take someone out at fairly fresh if they’re playing at 100%?

50% seems way too low. I’d buy maybe going down to 75%.
2/28/2018 9:41 AM
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