No, not even close to correct... What I'm saying is that the sim engine doesn't compare the ATH of the guy shooting to the ATH of the guy defending him, nor the speed. Instead it looks at the guy taking the shot and comes up with some overall offensive score, which very likely is just an expectation value for making the shot in question. So for a 3-point shooter, that's probably a big dose of PER, a healthy helping of SPD and BH, and a little bit of ATH, season with teammates' passing ratings, and go. Then for the defender you'll get some perimeter defensive rating which likely looks like an adjustment to the expectation value or perhaps even an expectation value for an "average" offensive player against him, which likely is some combination of ATH, SPD, and DEF with maybe a little BLK in there (or maybe more, but I don't want to deal with that debate right now). Then the two cumulative values are used to come up with some overall probability of the shot being made and the RNG outputs a value that determines whether the shot is made based on that probability. But I don't think there's any stage of the calculation in which the ATH or SPD of the two players involved (or more, depending on offense, defense, etc.) are directly compared.
The upshot of that is that against two equivalently talented perimeter defenders the same offensive player will have the same expected 3 pt %. It doesn't matter if one of them is very athletic and not so fast and the other is very fast and not so athletic. Trying to read into things like that is giving the engine credit for more complexity than it actually has and potentially putting your players into shooting patterns that are less than ideal to try to exploit non-existent advantages. I do think that faster guys tend to make better perimeter defenders, but that doesn't mean that a D3 guard with 65ATH, 55 SPD, and 60 DEF is an invitation to pump your guy up to +2 and go to town.
7/17/2012 10:59 PM (edited)