Distrobution Issue? Topic

For my exhibition game, I set all my players to 1 for distro.

PG 27 minutes/ 11 shots
SG 32 minutes/ 18 shots
SF 28 minutes/ 4 shots
PF 30 minutes/ 2 shots
C 25 minutes/ 7 shots

Anyone see a problem here? Why is my SG taking 9 times as many shots as my PF?
1/10/2018 11:49 PM
Shooters gonna shoot.

Did you set ALL players to 1? Or just your starters?

Cause it only takes into account distro for the 5 guys that are currently on the court.

So if it was just the starters I could see how it could get jacked up with sub patterns.

If it was for all, then I don't really know
1/10/2018 11:58 PM
Posted by fluff_nasty on 1/10/2018 11:58:00 PM (view original):
Shooters gonna shoot.

Did you set ALL players to 1? Or just your starters?

Cause it only takes into account distro for the 5 guys that are currently on the court.

So if it was just the starters I could see how it could get jacked up with sub patterns.

If it was for all, then I don't really know
From my understanding, if you set the distro to "0" for all players, the engine determines who gets the most shots. 1 is supposed to be more of a balanced attack.

I did set all my players to "1" actually. This will happen once in a while when I set my players to "1" for one reason or another. Most times when I set it to "1" it's fine, but on rare occasion, it gets wacky, for example what happened in the exhibition game.
1/11/2018 12:07 AM
I’ve always noticed that Guards shoot more shots with a lower distribution than bigs. Probably because they take the ball up the court so they automatically have the ball more. On my GVST team my PG had a 5 distribution (out of 39 total), and my C had a 7, my PG had 26% of my offense and my C was 16%. It’s just how the engine works.
1/11/2018 12:12 AM
Posted by MonsterTurtl on 1/11/2018 12:12:00 AM (view original):
I’ve always noticed that Guards shoot more shots with a lower distribution than bigs. Probably because they take the ball up the court so they automatically have the ball more. On my GVST team my PG had a 5 distribution (out of 39 total), and my C had a 7, my PG had 26% of my offense and my C was 16%. It’s just how the engine works.
Yep. That's always been the case. In fairness, 2 of those 18 shots from my SG were tip ins, so it was more like 16 shots, but still an 8-1 ratio for shots seems excessive.
1/11/2018 12:16 AM
I"m actually curious to know how the engine would've handled the shot selection if the player in question was double teamed
1/11/2018 12:19 AM
take a look at the play by play and look at how he got the shots

tip ins

breakaways off steals?

and then look at possessions that ended in free throws - did the big guy go to the line a lot rather than being credited with a shot?

1/11/2018 1:36 AM
The lower you set an “even” distribution, the more variance you’re going to see. If you want it closer to actually balanced, set your guards to 7 and your bigs to 8 or 9 (or 10, if they lack good ballhandling). There will still be some variance based on your opponent’s defenders and probability, but you’re much less likely to see extreme results like that.
1/11/2018 8:38 AM
20 4-6 0-0 2-3 3 5 0 2 0 0 0 10
22 2-5 0-0 1-1 2 7 1 1 0 0 0 5
23 2-5 2-5 0-0 0 2 6 0 2 0 1 6
25 11-17 10-16 2-4 1 2 2 2 0 0 2 34
21 1-2 0-0 0-0 0 1 5 1 0 0 0 2

1,2 and 4 were set at 15, 3 at 10 and 5 at 5.

This happens all the time regardless of distribution. It was a sim opponent so there were no double teams. The SG just came out firing.
1/11/2018 9:53 AM
Posted by mamxet on 1/11/2018 1:36:00 AM (view original):
take a look at the play by play and look at how he got the shots

tip ins

breakaways off steals?

and then look at possessions that ended in free throws - did the big guy go to the line a lot rather than being credited with a shot?

Yep, went through the pbp, as previously mentioned 2 of them were tip ins. Nothing from breakaway steals. SG had more free throws, 7-4, but have to go back and check to see if they were end of the game free throws, since we ended up winning by 8.
1/11/2018 12:51 PM
Posted by shoe3 on 1/11/2018 8:38:00 AM (view original):
The lower you set an “even” distribution, the more variance you’re going to see. If you want it closer to actually balanced, set your guards to 7 and your bigs to 8 or 9 (or 10, if they lack good ballhandling). There will still be some variance based on your opponent’s defenders and probability, but you’re much less likely to see extreme results like that.
This is actually the first time I've heard of this. I'm just not grasping why there would more variance if I set my players to "1" compared to if I set them all to "7". Even distro is even distro, right? I believe you and take your word for it, I'm just questioning it.

When I set everyone to "1" , comparing my SG to PF's number of shots, the PF probably had the better offense skill, while going up against the same type of caliber defensive player.
1/11/2018 12:57 PM
Posted by thewizard17 on 1/11/2018 12:58:00 PM (view original):
Posted by shoe3 on 1/11/2018 8:38:00 AM (view original):
The lower you set an “even” distribution, the more variance you’re going to see. If you want it closer to actually balanced, set your guards to 7 and your bigs to 8 or 9 (or 10, if they lack good ballhandling). There will still be some variance based on your opponent’s defenders and probability, but you’re much less likely to see extreme results like that.
This is actually the first time I've heard of this. I'm just not grasping why there would more variance if I set my players to "1" compared to if I set them all to "7". Even distro is even distro, right? I believe you and take your word for it, I'm just questioning it.

When I set everyone to "1" , comparing my SG to PF's number of shots, the PF probably had the better offense skill, while going up against the same type of caliber defensive player.
I’d have to dig, and I’m not going to, but I believe it was gillespie, or one of his handles, that was a big proponent of “granularity”, and the idea that the closer you get to 100 total distribution, the closer your results will actually be - allowing for the reality that guards will usually get a little higher attempt totals, everything else equal. But it won’t be 16-2. I actually don’t like getting that granular, because to some extent, I want the engine to have some flexibility with how shots are distributed, especially with a veteran pg. I typically shoot for total distribution in the 50-80 range.
1/11/2018 1:04 PM
Posted by MikeT23 on 1/11/2018 9:53:00 AM (view original):
20 4-6 0-0 2-3 3 5 0 2 0 0 0 10
22 2-5 0-0 1-1 2 7 1 1 0 0 0 5
23 2-5 2-5 0-0 0 2 6 0 2 0 1 6
25 11-17 10-16 2-4 1 2 2 2 0 0 2 34
21 1-2 0-0 0-0 0 1 5 1 0 0 0 2

1,2 and 4 were set at 15, 3 at 10 and 5 at 5.

This happens all the time regardless of distribution. It was a sim opponent so there were no double teams. The SG just came out firing.
No distribution changes:
MIN FGM-A FGM3-A FTM-A OFF REB AST TO STL BLK PF PTS
23 4-11 0-1 1-2 6 12 1 2 0 1 0 9
22 10-18 0-0 1-2 7 11 1 1 0 1 1 21
25 1-4 1-2 0-0 0 2 1 1 0 0 3 3
26 3-5 3-5 0-0 0 1 0 0 1 0 1 9
23 1-3 1-3 1-2 0 1 5 1 1 0 2 4
1/12/2018 8:56 AM
The constants were the SF and PG. The C, PF and SG, all set at 15, essentially swapped shooting roles between games.
1/12/2018 8:58 AM
One thing for sure 1 on a guard, won't be equal to 1 on a pf/c. The guard will shoot 2-3 more shots a game during the season.
1/12/2018 9:23 AM
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