**Block%**

There may be some variation by league and this is a small sample size but I wanted to share my observations regarding block% from the last DH$52 league. There is some minor variation in the number I am about to explain which may be due to WIS reporting blk% with only one decimal point, I could get more detailed data from another source that could improve accuracy by a little bit, but for now I just want to illustrate this.

First let’s assume that a 3-point shot getting blocked in the sim is at best a very rare if not impossible occurrence, I went through like 20 play-by-plays where a team had at least double-digit blocks and could not find even a single 3pa that was blocked, so it may happen, but IMO the odds are at least 200-1 against. If someone sees one please let me know.

Let’s look at Vance’s team from this past Dh$52. If you take the weighted average of each player’s actual court time in the sim and multiple it by each individual (single decimal though) blk% you find that Vance had a weighted blk% of 8.30%. Do the same for the following people and you find the subsequent weighted team blk% rates: nate 6.03; dh 10.24; and ash at 13.43. So we are looking at four teams that are have a wide range of blk% rates.

Ok, back to Vance, take his 8.30 block% and add 22% to it by multiplying it by 1.22, if we do this for all four teams we have the newly created blk rates that are a 22% bump from RL:

Vance 10.13; nate 7.36; dh 12.49; an ash 16.38.

Next we go to the actual stats from the sim and see how many 2pt FGA’s were attempted against Vance (remember we are assuming that blocking a 3pa is a very rare event) We find that vance’s opponents attempted 7,834 shots against him and that 1,317 were from behind the arc, so Vance’s opponents attempted 7,834-1,317 =6,517 2-point attempts. Next we multiply the enhanced blk% by the 2pt fga; 6,517 * .1013 = 660. So, the formula tells us that Vance’s team should have blocked about 660 shots, when we look at the actual sim results we see that Vance had 664 blocks.

Do the same for me and we get 7808-1328 = 6480 * .0736 = 477 with an actual result of 471.

For dh: 7953-1457= 6496 * .1249 = 811 with 814 actual.

For ash: 7721-1222= 6499 * .1638 = 1,065 with 1,075 as the actual result.

Maybe the above does not hold up as well across all leagues and this is a small sample, but we may be very close to uncovering yet another way the logic of the engine works. Yes, team D and other factors matter as well, but if this is how the sim actually utilizes blk% then you KNOW exactly what benefit you are getting from it when you draft it.

I**mportance of Perimeter Game**

If you are in a division with teams that have a high blk% and assuming the above is how this really does work, then an obvious counter is to push as many shots as possible out to the arc where they won’t be blocked. However, teams that do end up in a division with high blk% teams that have a low perimeter% will suffer even more than the teams that do utilize more long range shooting.

Anyway, I’ll post all of my tables and predictions shortly, they will not change, but at this point I won’t complete all of the write-ups prior to tipoff tonight.

**East Playoff Predictions**

Seed |
Team |
Owner |

1 |
Shuttlesworth's Daddy |
natenoy |

2 |
Share the Ball |
eleibowitz |

3 |
Ashlanta Mustangs |
ashamael |

4 |
William's Mavericks |
theyard2 |

5 |
Ol' Dirty Bastard |
98average |

6 |
Penny & Pau's |
badja |

**West Playoff Predictions:**
Seed |
Team |
Owner |

1 |
McHaladooForTwo |
dh555 |

2 |
Meh |
felonius |

3 |
Roses & Thorns |
vancem |

4 |
F*CK YO COUCH |
mikee1 |

5 |
Shoot the J. SHOOT IT |
tarheel1991 |

6 |
Go West Young Man |
coachcroft |