i can't speak to any of the spread sheet stuff, but i'm guessing the defensive ability thing is basically going off of ratings to give you a defensive score - which is probably appropriate. it probably would make the most sense for the press-ness of press to NOT be factored in there - but there's no reason there can't be a separate press score that tries to capture turnover generation of press?
going back to the game side of things, press really is unique in two major ways. first is the turnovers, an elite press team is going to generate about +5 to +8 turnovers per game, over their average opponent when running an average #1 SOS season. this may be skewed in d2/d3 due to the incredible volume of sims, but assuming 90% humans or so on that #1 SOS... this translates to the #1 press team in the country usually being about +5 possessions per game against the #1 man team in the country, assuming quality depth on both sides. i'm guessing those 2 teams get an equal score in the sheet, but in reality, the press team would usually have a major edge on overall defensive contribution.
it defintely makes sense to look at the above turnover differential separately from the fg%/3pt% component. where press gets perhaps an unfair edge is, with full depth (12 deep and ~82 stamina on a normal tempo straight press, no fb, or ~85 stamina for fb/pr)... is that press team can generate almost as good 2pt% and 3pt% defense as any other scheme. its about 1% behind m2m on both fronts and perhaps 2-3% behind a 2-3 or 3-2 zone, respectively.
the other aspect of press is the depth, and this is harder to figure, but certainly a spread sheet could take a good crack at it. press generates much more fatigue for the team running it, and a bunch more (but not as much more) for the opposing team. this is driven by 2 factors, one is the increased # of possessions inherent in the press, which is really most of what hits the other team. the second is the higher per defensive possession fatigue of a press possession.
generally speaking, in d2/d3 there is sufficient depth on the top teams to stand up to the press, so the turnovers becomes the biggest differentiator. a m2m team only needs about 78 stamina and a balance 10 deep team to stand up well to a straight press, and only a tad more for fb/pr. depending on the respective depths of the two teams, this factor can easily help one side of the other. because press teams are always more at risk from fatigue/foul trouble, even at full depth, than full depth m2m and zone teams, this factor can really lend itself to the non-press team, even though most folks traditionally think of this as a press advantage. of course, the better team also benefits from the higher possession count inherent in press, so really amazing press teams (who are really amazing overall but also press), get an extra boost here.
anyway, i am guessing the sheet is not capturing the 3 main aspects of press defense there, the fg/3pt defense, the turnover generation, and the fatigue - but you can certainly start watching those. without question, a full depth team running press is going to have a substantial overall defensive edge over any other defense, assuming similar-ish ath/def. the idea typically has been, its harder to have a balanced 12 deep team like the press needs, so hopefully the man/zone teams have more talent and can gain an advantage elsewhere, like on offense, or rebounding. however, this often has not translated, and as a result, for most of HD history, at most levels, at the high end of competition (top 5 teams in the nation and up or so), press is the pre-eminent system. today's d1 is the most balanced HD has ever been in this regard, because getting 12 players almost always requires substantial sacrifice, and is VERY far from guaranteed even when getting 12 players is the coach's top priority. d2/d3 are much easier to fill up to 12 players, so press remains the ultimate top-tier defense at those levels.
1/30/2023 12:09 PM (edited)