The answer to the question is... Topic

Yes Bob Milacki can pitch a complete game shut out when he is tired.

I am finishing up an OL that has 3 games and I am out of the running. I started big Bob at 90% and set him a none/none with a 1 pull setting and he pitched 114 innings 3 hitter.
4/10/2010 9:51 AM
Wow. 114 innings. Were you playing in the Iowa Baseball Confederacy?
4/10/2010 11:11 AM
So the legend grows
4/10/2010 1:33 PM
Quote: Originally posted by truemen on 4/10/2010Yes Bob Milacki can pitch a complete game shut out when he is tired.I am finishing up an OL that has 3 games and I am out of the running. I started big Bob at 90% and set him a none/none with a 1 pull setting and  he pitched 114 innings 3 hitter.

I wouldn't call 90% tired... I regularly pitch all of my pitchers down to 90% and routinely pitch certain pitchers down to 70%. I would call 90% slightly fatigued... I wouldn't start calling players tired until they are in the red, that said, I'm sure Milacki could throw a CG shut out below 50%.
4/10/2010 1:43 PM
I think more along the lines of 1895 Ed Doheny pitching 10 inning 5 hit shut out @ 23% SWEETTTTTTTTTTTTT nice for $230k

4/10/2010 2:07 PM
Quote: Originally Posted By just4me on 4/10/2010

I wouldn't call 90% tired... I regularly pitch all of my pitchers down to 90% and routinely pitch certain pitchers down to 70%. I would call 90% slightly fatigued... I wouldn't start calling players tired until they are in the red, that said, I'm sure Milacki could throw a CG shut out below 50%.
Right here is a perfect explanation of why I want the fatigute penalties to kick in earlier and more aggressively. If you're starting a pitcher below 100%, the drop off should be extreme, the chance of injury high, and recovery time should be extended.

This is where people usually claim "but in real life, nobody is ever really 100%... There's always some nagging injury that affects them...". So what? This is a simulation. You are using the stats created by the player who had to deal with those little nagging injuries. They're already figured into his level of production at 100%.

As long as the sim continues to allow fatigued players to perform well, the sim is broken.
4/12/2010 8:42 AM
I would say the chance of injury should really start to kick up around 70-75%. I'm pretty comfortable with the performance dropoff where it currently is. I play enough LIVE to appreciate the difference as pitchers tire. The real problem is that if you start Milacki at 100% he'll be at 90% after 6 or 7 innings and maybe low 80s by the end of the game. If you start him at 90% he'll still finish the game in the high 70s. He'll probably still be in the mid-80s getting into the later innngs.
4/12/2010 10:25 AM
He ended at 48%.
4/12/2010 2:43 PM
His fatigue after the game is not necessarily what he ended at. If you don't play LIVE there's no way to know exactly what he ended at.
4/12/2010 4:47 PM
Quote: Originally Posted By biglenr on 4/12/2010
I agree len...I used to always try to keep my starters at 100%, until a recent progressive where I was short on innings. I used a starter at less than 80% for most of the season and saw no drop off in his performance, it definitely made me rethink how I'll draft and use SP.
Right here is a perfect explanation of why I want the fatigute penalties to kick in earlier and more aggressively. If you're starting a pitcher below 100%, the drop off should be extreme, the chance of injury high, and recovery time should be extended.

This is where people usually claim "but in real life, nobody is ever really 100%... There's always some nagging injury that affects them...". So what? This is a simulation. You are using the stats created by the player who had to deal with those little nagging injuries. They're already figured into his level of production at 100%.

As long as the sim continues to allow fatigued players to perform well, the sim is broken.

4/12/2010 7:16 PM
Quote: Originally posted by biglenr on 4/12/2010
Quote: Originally Posted By just4me on 4/10/2010I wouldn't call 90% tired... I regularly pitch all of my pitchers down to 90% and routinely pitch certain pitchers down to 70%. I would call 90% slightly fatigued... I wouldn't start calling players tired until they are in the red, that said, I'm sure Milacki could throw a CG shut out below 50%.

Right here is a perfect explanation of why I want the fatigute penalties to kick in earlier and more aggressively.  If you're starting a pitcher below 100%, the drop off should be extreme, the chance of injury high, and recovery time should be extended.

This is where people usually claim "but in real life, nobody is ever really 100%... There's always some nagging injury that affects them...".  So what?  This is a simulation.  You are using the stats created by the player who had to deal with those little nagging injuries.  They're already figured into his level of production at 100%. 

As long as the sim continues to allow fatigued players to perform well, the sim is broken. 

I agree with your sentiment. Where I disagree (sort of) is that I think the sim does a fairly good job of implementing decreased performance and extending recovery time . For example:

I don't expect significant performance from my pitchers when I throw them fatigued. I have performance drop offs that I'm willing to accept. I'm perfectly fine with having my 1898 Jack Fifield who routinely throws 190 IP with a .280 OAV and 1.60 WHIP throw 200 IP with a .310 OAV and 1.80 WHIP. Which is usually about what I get out of him in both circumstances. With a high quality pitcher, like 1902 Bill Bernhard I can usually get 275 IP with a .235 OAV and 1.15 WHIP at 100%, but I'm willing to push him to 310 IP and take the .270 OAV and 1.40 WHIP. Which is what I usually get out of him when I push him.

So I wouldn't say the drop off is insignificant, my experience suggests that the drop off is reasonable, but there's still always a chance of success from any player, which is why you will sometimes see a $200k pitcher toss a CG shutout, or why I think a tired Milacki could likely still do the same. Even if you non-linearly convert a 30% Milacki into having his stats be 250% worse (rather than 70% worse), you still have a .275 OAV and 1.8 WHIP, which is better than most $200k pitchers. (Though personally I think a 30% Milacki converts somewhere closer to .260/1.65.)
4/13/2010 3:17 AM
The answer to the question is... Topic

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